#combat damage step
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magicjudge · 2 years ago
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If I have a Kwende, Pride of Femeref in my graveyard and hit someone with Sidar Jabari of Zhalfir's first strike, reanimating Kwende, will Jabari deal damage again this combat?
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Yes, he will.
When there are two combat damage steps in combat because of a creature with first strike or double strike attacking or blocking, they act as completely separate steps with triggers resolving and players able to cast spells and activate abilities between them.
In the second combat damage step, the only creatures to assign and deal combat damage are creatures with double strike and creatures that either didn't already assign combat damage in the first combat damage step.
Since Sidar has double strike at that time, he will assign and deal combat damage just fine in that second combat damage step.
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corvigae · 11 months ago
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I think it's very fitting that the incantation for Magic Missile sounds like "Tormented" bc I imagine "tormented" is exactly how enemies feel when I rock up like L + ratio + don't care + didn't ask + hitting you with Magic Missile + hitting you with Magic Missile + hitting you with M-
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astralprisms · 9 months ago
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Wrote a little prompt fic courtesy of @bg3wips flowers prompt list on twt. I can't remember the first time Xa'rok used Dissonant Whispers, and their signature weapon came later, but the first time they used the illithid powers was memorable, relevant, and came with a fun interaction perk, so.
Thistle - the first time they used their signature weapon or spell.
The din of unsheathed weaponry rings around them in a cascade of echoes. Goblins shift on their feet as bowstrings creak with impatient tension. One of the goblins spits, loud and wet, and the glob of it lands just shy of Karlach's fur-lined boot.
“Prick,” she mutters before burying her fist into the abdomen of the troll that towers to her right.
The troll looks caught off guard, either by the attack connecting or the fact that it actually felt the blow, but it doesn't have time to ponder the discrepancy further before Karlach whoops and follows that strike up with another, the air around her fists crackling in her wake.
Xa'rok spares a seconds-long glance at the staggering troll before their eyes fix on the maelstrom of goblins thickly clustered in the center of camp. They are no natural-born tactician, but they are gith. In the end, it amounts to one and the same.
They take stock of their enemies in increments, grouping the threats by severity, weapon, and proximity. They can see the tell-tale regalia of the goblin priesthood peeking out from the doorway of a rampart wall. And the two humans they met in the woods north of the Grove, the ones who first called them True Soul.
The parasite squirms in Xa'rok's skull. Something sparks to life behind their eyes and they blink as the feeling washes over them. Power.
One of the goblins in the cluster at the center of camp shifts on his crouched haunches, the crossbow in his hands aimed with deadly accuracy. Xa'rok takes one feinted step forward and calls upon the pulse of magic in their blood, blurring out of existence at the front steps and re-appearing at the epicenter of the crowd, hand already reaching for their sword.
But by the time they materialize the squirming in their skull has become a buzzing that filters down into their sword arm, and as they bring both hands to their face to shake it free, Xa'rok finds a new course of action: for their vision has gone dark around the edges, blurred as if they are still in between one place and the next. Their feet have left the ground, and the buzzing has become a hum, a wellspring, a gaping hungry maw. The only thing restraining it is their own will.
Once realized, they let it go.
Reality shifts. A blip in their vision. An expulsion of force with the ring of psionic detonation. It tears through their mind and out.
The goblins drop around them like flies. Bryanna and Andrick stare in twin horror until their eyes go blank, and they, too, collapse into the shadow of their rampart hideaway.
A pleased, honeyed voice sluices through Xa'rok's slowly-reconnecting thoughts. Good. Again.
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vounoura · 7 months ago
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the maister system and the new 'find vocations out in the world' system is...ok, but I prefer the old colour system
#saint plays dd2#like coming in as someone who knows nothing abt how DD:O worked DD2's vocation system feels like a major step back#95% of the augments are useless and aren't worth using so there's no real build variety anymore#nor is there any real weight to choosing what to run in terms of combat effectiveness and QoL stuff like carry weight anymore#bc there's only like 5-8 augments worth taking bc the stat bonus are insultingly low for the effort of leveling the vocation#and the colours feel arbitrary bc it's not a tree system anymore. thief is green bc it's green and there's no hybrid green#whereas in DD1 every base vocation had a hybrid colour mix and it made logical sense#strider (yellow) and mage (blue) became a magick archer. strider and fighter (red) doubled down on the melee and became assassin.#while keeping the bow as a sidearm.#pure red became warrior and dumped the shield for 2h colossal but slow attacks. pure blue sacrificed utility for highest tier damage spells#and so on. it just felt so much more intuitive and felt like actual growth when you could 'upgrade' to a hybrid vocation bc#you actually needed to have X number of ranks in both colours before you could take it whereas in 2 they're all just standalone classes#and the meister skill systems are....ok. I don't know how I feel abt all of them being connected to optional sidequests you can fuck up#or straight up just miss bc this game still has the weird design flaw of having points of no return where quests autofail#also like I feel to get the meister skill either you or your pawn should actually have like. maxed the vocation out.#like it feels weird when I get magick archer and then immediately unlock the meister skill at the same time#when I haven't even bought the vocation yet.
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zipquips · 1 year ago
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vent in tags
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rodimissliveblogs · 1 year ago
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I keep forgetting to make a proper post introducing the character I'm playing, but suffice it to say, "I need you alive, you need me strong" is honestly a pretty convincing argument for letting a vampire drink your blood to a woman who has one (1) more hp than the squishy wizard, and who has one (1) cantrip that does damage and zero (0) leveled spells that do damage. That's it. That's all she's got. She's got Eldritch Blast and a rapier. She is a support caster, and the spell of support she's cast tonight is "become juicebox".
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juniepops · 8 months ago
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So for the most part guesses on these lined up roughly how I expected! First Strike and Lifelink were more evasive than I thought they would be but the incorrect guesses were understandable, and Reach also gave folks trouble but some guesses did land surprisingly close. A couple folks noted knowing some terms because of other card-based combat games which is a neat fun fact.
I’m going to briefly explain the first list of terms in the tags of this reblog so anyone who still wants to guess them can do so, and throw on a bonus round of rarer or more complex keywords. Some of these interact with things I didn’t describe in the first post, like the ability to modify creature’s stats, but are otherwise all primarily if not exclusively combat-related:
Defender
Wither
Annihilator
Mentor and Training
Decay
Battle Cry
Landwalk (usually specified as, for example, forestwalk or swampwalk)
Shadow and Horsemanship
Ninjutsu
I’ve only been playing magic the gathering for a few months and I feel like I understand how it works pretty well, but I tend to pick things up quick anyway so it makes me wonder how comprehensive it is to complete strangers to the game.
For people who don’t play magic: one of the types of cards is “creatures,” which are left on the playing field and have numerical values called “power” and “toughness,” meaning strength and health. During one player’s turn, they may have their creatures attack another player, which requires them to be “tapped” (turned sideways); being tapped prevents the creature from doing other actions, including blocking. However, creatures that were played the same turn can’t be tapped to attack. For each attacking creature, the defending player chooses one of their own creatures to block it, and blocking creatures do not tap. If an attacking creature is blocked, both creatures deal their power against the other’s toughness as if fighting. Creatures that are not blocked damage the other player’s life total.
With this in mind, creatures can have additional abilities that modify the above combat process. Each of the following “keywords” is used to summarize a sentence or two of additional rules that apply to creatures who have the keyword on their card. I’ve sorted them in what I personally consider to be most to least intuitive, and would like any willing non-players to try and guess their effects without looking them up:
Deathtouch
Trample
Double Strike
First Strike
Lifelink
Flying
Reach
Haste
Vigilance
Menace
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dravidious · 1 year ago
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Very wonderful
Went to bed late last night because I got carried away talking to myself about video games for 30 minutes
Anyway
So in 2 digital card games, Hearthstone and Legends of Runeterra, there are single player modes where you go through a series of bot matches against enemies with special powers, and along the way you pick powers and extra cards to build up your deck for the final boss. These are in some ways similar to deckbuilder games like Clank or Slay the Spire.
Hearthstone had multiple modes of this style, the first being Dungeon Run. It's the most basic example; pick one of the game's 9 classes, get a generic starting deck, and fight through increasingly powerful enemies as you try to put together some kind of synergy. The most impactful aspect of this mode are the "passive treasures" that grant very powerful effects, like buffing all your creatures or making your spells cost health instead of mana. You get one near the start and another mid way through, but only get 3 random treasures to choose from each time. You'll typically want to find cards that synergize with your treasures, but card offers are also random. Basically, you don't know how your run is going to turn out; what treasure's you'll get, what cards you'll get, and what kinds of combos you'll find between them. It's uncertain and exciting!
Later, they put out another spin on the mode called Rumble Run. Instead of choosing a class, you pick a special passive treasure called a totem, and your starting deck is built to synergize with it. However, starting with a synergetic deck means that every time you're forced to add cards to your deck, you might dilute the synergy and make the deck WEAKER instead of stronger. You also don't get any other passive treasures, so from the moment you see your totem you already know exactly how the run is going to go and what kind of deck you'll make. Having your deck get worse as the run goes on destroys half the point of a deckbuilder game, and the other half is destroyed by forcing the player into a specific playstyle from the very start. That's why deckbuilders like Clank and Slay the Spire start you will an awful starting deck, with the cards you get along the way frequently being straight upgrades. It makes sure that your deck gets BETTER as you go on, not worse.
In Legends of Runeterra's deckbuilder mode, Path of Champions, you start each run by picking a champion (basically a legendary creature) and getting a starting deck build around their theme. Just like in Rumble Run, your starting deck is already synergetic, and being forced to add cards can dilute the synergy. And starting out with a theme for your deck pushes you toward a specific playstyle. It's Rumble Run all over again.
EXCEPT
There's a bunch of mechanics that beautifully solve these problems. First of all, you get a guaranteed 2 passive powers (powers = treasures) per run, one at the start and one midway through, which can drastically change your run. Second, early on you get a 2nd champion to add to your deck, along with some cards that synergize with its theme. This gives you 2 distinct themes to pursue, or you can try to meld them together; runs with the same starting champion can be completely different because of the 2nd champion. Third, almost all cards you get have items attached that give a buff to the card, ranging from +1/+1 to giving abilities to cost reduction to turning it into a 1-drop 1/1. This means that the cards you get will have more raw strength than your starting deck, so even if you're diluting your synergy, your deck is still getting stronger. You can also get rare items that give bigger buffs, up to stuff like +3/+3, so getting a card with a really good item can have a big impact on your run. Thanks to all these mechanics, Path of Champions maintains the uncertainty and deck improvement that are core to deckbuilders!
Except
Unlike Hearthstone's deckbulders, Path of Champions has progression. Each champion has a level that goes up with each run, and the benefits of each level up most often involve giving an item to a card in your starting deck. That means that the cards you get mid-run gradually stop being stronger than your starting cards, which goes back to the problem of disrupting your synergy and making your deck weaker instead of stronger. With your starting deck being both powerful and synergetic, there's less reason to pursue other themes, pushing you toward using the same strategy every run. The 2nd champion you get still works though! Except, you also unlock relics as you level up, which are items you can put on your starting champion. You eventually get up to 3, which is far beyond the single item the 2nd champ starts with. But, there's at least still strong passive powers that shape your run. Except. You also unlock a special "star power", which synergizes with your champion and is often stronger that regular powers. Once you get the 2nd star power, regular powers are thoroughly overshadowed. I don't want to know how bad it gets when you get the 3rd star.
Somehow, the designers for Path of Champions made a beautiful system, allowing you to start with a playstyle you're interested in and then branch out into a world of possibilities. And then decided to gradually chip away at all the uncertainty and variety and growth the longer you play. You start each run with everything you need, and all the cards you get along the way are just flaws forced onto your perfect deck. The powers are distractions, weak in the face of the star powers you started with. You play the same cards, with the same items, every run, beating the final boss with the exact same strategy every time.
What a waste of a perfectly good game.
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solarpunkwarlock · 1 year ago
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Ways to Live in Direct Opposition to Capitalism
I am by no means an expert in any of these things I’m gonna talk about, so keep that in mind! I am just making a compilation of things I know of that we can do to lessen the stranglehold the capitalist lifestyle has on us while enriching our lives, our surroundings, and the lives of others. Please add anything I miss or correct anything I may be getting wrong! Anyway here goes!
Use what you have, fix what’s you can, make what you can, accept from others, thrift what you can, and finally purchase as a last resort.
This is advice I have seen float around here a couple of times that can apply to a lot of things including clothing, furniture, food, and more besides. It’s meant to be done roughly in that order as it applies to what you’re wanting/needing/doing. It’s about preventing waste, promoting self-capability, having a heightened reliance on your community, and consciously rejecting the ingrained habit many of us have to just purchase things or services.
Here’s where you can read about growing an indoor garden!
Here’s where you can read about sewing things yourself!
Here’s an online site for giving and receiving items for free!
Here is where you can find a local Mutual Aid to get things from, learn skills from, give do, volunteer for, etc. (in the U.S.)
Be politically active! (from a U.S. perspective)
Vote for every election. Know your representatives and those who will be competing in the next election. Vote without ignorance and without falling for unfounded claims. While operating within the system that actively oppresses us will not bring about the future we want, it can serve as damage control (preventing worse candidates from taking office) and it can potentially create a national atmosphere more open to change.
Here’s a good article about getting more involved in the U.S. political process.
Here’s a site that will show you how to register to vote, when and where elections are held, and more!
Here’s good advice on finding protests in your city!
Here’s some readings on unionizing! It’s your legal right to unionize!
Here’s a more user friendly site for learning about unions!
Be active within your community!
Developing strong, motivated, capable, knowledgeable, and inclusive communities is the ultimate way to combat the relentless and bleak present and future. When you’ve worked on the things above and have gotten good at it (or even if you haven’t gotten good at it yet), start spreading what you know and what you can do with others!
Give your neighbors, coworkers, and friends some of the vegetables you’ve grown.
Invite your community members to volunteer events.
Talk to folks about how to vote, when you’re doing it, etc.
Take part in Mutual Aids to teach what you’ve learned or whatever you may be an expert in! Invite neighbors, friends, and coworkers when you take part in the Mutual Aid!
Accept your community. Take them for who and what they are. Discrimination is the enemy of cooperation. You have much more in common with everyone in your community than a single billionaire or corporation. We’re all passengers on this spaceship earth.
Do it one step at a time!
Obviously we can’t do all of these things at once. Do what you can when you can, and you’ll start to notice real change in your life!
Our online communities where we talk about our visions and hopes are fantastic, but they have little impact if we don’t actually get up and do the real work that change requires.
Want to be better, and keep hope for the future!
Harbor and nourish that desire to be a better person and to be the change you want to see in the world. You need to be hungry for a better future if you plan to make it through the rough times when everything feels pointless and without hope. Reach out to others when you’re down, and be someone others can lean on when their lives get hard.
That’s it! Please interact with this, spread it to others, and add your own thoughts and ideas! It’s important that we do the real work to get the change we crave!
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maximumzombiecreator · 4 months ago
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Since @thydungeongal is going through it with the "combat isn't roleplaying" people, I feel like it's worth pointing out that if you're playing a game system with a lot of combat and your big roleplaying moments are happening almost exclusively out of combat, that's a big storytelling problem that's happening.
Here are some classic story beats that most combat-heavy TTRPGs are easily capable of creating with their game mechanics:
The characters are fighting an overwhelming tide of enemies. One of them calls for a retreat, and the characters flee, only to realize that one of them stayed behind, sacrificing themselves to secure their escape.
A character is holding a single use weapon --a pistol with one shot, a scroll, a magical arrow-- and the situation is getting desperate, but that weapon has a hated foe's name on it. Do they use it now to save their friends and give up their one shot?
A character is fleeing from an enemy that has proven overwhelming in the past. Suddenly, they stop, and turn to fight. They are beginning to believe.
Two characters who have been separated for ages are finally fighting together again. They know exactly what to expect from one another, their abilities synergize perfectly, they fit one another. The carnal metaphor is obvious and goes unmentioned, but not unnoticed.
A character is dropped in a fight by an overwhelming foe who doesn't kill them, but tells them to stay down. They know if they get up, they'll die. They get up anyway.
The characters who bicker constantly and seem to hate each other outside of a fight are constantly upping the ante on who can put themselves in more danger for the other in a fight. When death is on the line, true feelings show through.
Filled with rage, one character in a fight is going too far, is being too reckless, is risking too much collateral damage. An ally steps between them and the target. If their bloodlust is truly out of control, then they'll face their friend next.
If you are experiencing a disconnect between combat and roleplaying in your combat roleplaying game, please consider whether you're telling the stories the system is equipped to tell. Because even the less great combat TTRPGs can create stories that rule.
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minihotdog · 10 months ago
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Have You Seen My Boyfriend?
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Summary: You see Simon in the mask for the first time
C/W: angst (?)
A/N: I've been wanting to write this fic for a while now and I didn't really know what to do with it BUT @celestialwhoree wrote this lovely fic right here and it lit a fire under my ass. I also don't think Simon would wear his mask outside of combat-active areas sooo I threw that out the window to make this work.
Word Count: 723
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He didn’t even remember that he still had that damn balaclava on when they touched down on the runway. Months had gone by and eventually, as it always did, it began to feel like a second skin.
He never let you see him with it on either. Simon made sure to keep Ghost on the field and Simon at home. He’d watched countless men throughout his career take work home with them and the damage it left on everyone they touched. He wasn’t perfect. He had his own struggles in disconnecting from the adrenaline and danger, but he’d been meticulous so far.
Since you came into his life the balaclava stayed in his ready-to-go bag that you weren’t allowed to touch.
The bulk of the unit grabs their bags and heads towards the hangar as fast as they can, happy to be freed from the C-130 they’d been cramped into like sardines for hours. Their families wait for them, cheering as they get closer.
Simon knew you didn’t like crowds and messaged you to meet him at the compound instead, he’d instructed a private to let you inside the barrack’s common area to wait for him.
You were sitting on an ugly old brown couch fidgeting with your fingers. He’d been gone for months and your excitement to have him back home was mixing with the anxiety of being in this environment that didn’t feel right for you to be in. You wondered if he’d get in trouble for letting you be there.
At some point, you get on your feet and begin pacing away from the door in case they barge in to take you away for being in a restricted area unsupervised.
Simon detours to throw his bags in his office before heading towards the common area. His weapon and clips are long gone, turned into the armory waiting for his next embarkment. His vest is still snug on his frame, his skeleton-printed gloves still donned with months of sweat and grime soaked into the fabric, and his forgotten balaclava sticking to him absentmindedly.
You jump out of your skin in fear when the door swings open and spin around on your heels to meet your awaiting demise. Your nerves don’t subside when a giant man steps into the room. All the air suddenly gets sucked out.
He’s covered head to toe and the only thing your eyes can focus on is the skull print on his face. He closes the door behind him, his eyes not leaving yours.
You swallow harshly, trying to force words out. Or do anything to save yourself.
“Have you seen my boyfriend?” You squeak out. You watch the mask move over his features and you avoid his eyes at all costs. The overcast from the eyeholes makes them look like black holes.
“Y/n,” He breathes out while taking a step closer. You swear to yourself he almost sounds like your Simon but the alarm bells continue going off at the sight of him. You take a step back and in his exhausted state, it finally clicks. His eyes close and his eyebrows furrow in disbelief. He looks over you taking in your reluctance and the fear coursing through you.
Fuckin’ Hell
He reaches up slowly to not scare you. His fingers pull at the fabric at the top of his head slowly pulling the balaclava off to reveal his all-to-familiar face, his messy blond locs sticking out in every direction.
“Jesus, Simon!” You gasp, running to him and banging on his chest. “You scared the shit out of me! What the fuck!”
He wraps his arms around you, pinning you to his chest. You writhe in his arms trying to escape.
“I’m sorry, love. I didn’t mean to.”
You look up into his sad chocolate brown eyes now freed from the darkness that hid them before. “I never wanted you to see that, doll. That isn’t me, I promise.” His voice comes out soft and full of regret.
He yanks his gloves off letting them fall to the ground so he can lace his fingers in your hair. He holds you against his chest, occasionally brushing his lips against your forehead.
Cats out of the bag.
He doesn’t know what to do now. What if this is the start of something he can’t prevent?
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reasonsforhope · 2 months ago
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"The Hague made international headlines for being the first city in the world to approve legislation prohibiting marketing of fossil fuel-related products and services. This major ruling, issued earlier this month, seeks to limit the promotion of items with a high carbon footprint, such as gasoline, diesel, aviation, and cruise ships. The ban, which goes into effect at the start of next year, will affect both government and privately funded advertisements, including those on billboards and bus shelters throughout the Dutch metropolis.
This groundbreaking legislation establishes an important precedent in the global fight against climate change. Other cities have attempted to limit the reach of high-carbon items through council ordinances or voluntary agreements with advertising operators, but The Hague’s prohibition is the first that is legally binding. It is a major step forward for cities around the world that want to reduce carbon emissions and combat climate change head-on.
A response to global calls for action
The prohibition comes after UN Secretary-General António Guterres called earlier this year for countries and media outlets to take tougher action to combat fossil fuel advertising, citing parallels with existing tobacco advertising bans. Guterres stressed that, as with the tobacco industry in the past, fossil fuel businesses are contributing to a worldwide public health crisis—in this case, climate change. Governments can help change public behavior and prevent the normalization of high-carbon lifestyles by limiting their capacity to market.
Several cities have already made tiny moves in this direction. Edinburgh, for example, approved a council vote in May prohibiting fossil fuel-related ads in city-owned venues. The Scottish capital also prohibits enterprises that sell these products from sponsoring events or developing partnerships. However, unlike The Hague’s legislation, Edinburgh’s ban is voluntary and only applies to council spaces.
A legally binding first
The Hague’s new law is significant since it is legally binding. The restriction affects not only specific items, such as gasoline, diesel, and fossil fuel-powered vehicles but also businesses such as aviation and cruise ships. However, the rule exempts fossil fuel firms’ political advertising or efforts supporting a generic brand, allowing these businesses to keep prominence...
The impact of advertising on behavior
Advertising’s impact on consumer behavior is well-documented, and many experts say that fossil fuel marketing undercut climate legislation by encouraging unsustainable behavior. Thijs Bouman, an associate professor of environmental psychology at Rijksuniversiteit Groningen, stated that “fossil fuel advertising normalizes the use of high-carbon products and services, making it more difficult to change consumer habits.” ...
Catalyzing change worldwide
The Hague’s move may have repercussions beyond its borders, spurring similar actions in other cities around the globe. Cities such as Toronto, Canada, and Graz, Austria, are already launching campaigns to outlaw advertising for fossil fuels. In the Netherlands, both Amsterdam and Haarlem have outlawed marketing for climate-damaging products like beef, but these measures have yet to become legislation.
Sleegers believes that The Hague’s move will act as a spur for other towns to follow suit. “More cities have a wish to implement the fossil ad ban through ordinance, but they were all waiting for some other city to go first. The Hague is this city,” she said, predicting that more local governments will now feel empowered to act...
As the world grapples with the rising costs of climate change, The Hague’s pioneering move provides a potential model for other cities looking to minimize their carbon footprints. With cities like Toronto and Amsterdam keeping a careful eye on things, this legislation has the potential to start a global campaign to prohibit fossil fuel advertising. 
More cities may follow suit in the coming years, hastening the transition to a more environmentally friendly and sustainable future."
-via The Optimist Daily, September 26, 2024
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tritoch · 7 months ago
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i know a lot of people (very understandably) dislike the paladin job quests in ffxiv, particularly HW, but i do think it's fun that, now that the pre-ShB MSQ revamp is complete, paladins now have a very cool and thematic in-game storyline that happens without a word being spoken: the development of passage of arms.
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none of the below is directly stated in the script, but imo it's a fairly obvious gloss on what the game presents, if you assume a paladin warrior of light. spoilers for all expansions through the end of 6.X.
in the new version of steps of faith, as vishap breaks through each ward protecting ishgard from attack, lucia mounts a final desperate effort to hold him back, with a very familiar looking animation:
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but even lucia can't hold back vishap's flame alone, so the temple knights surge forward to assist her. their efforts make the shield visually more powerful and larger. the temple knights here band together in defense of ishgard, and their knightly resolve to protect their home is the difference between victory and defeat.
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lucia and the knights do ultimately succeed in defending the last ward, as you have to defeat vishap before their shield falls or you lose.
later in heavensward, obviously, we will get ffxiv's most famous (failed) attempt at blocking something with a shield.
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this moment can be read as fairly impactful on the warrior of light's development; as i've noted elsewhere, after the trauma of watching haurchefant bleed out in their arms at level 57, at level 58 paladins learn to channel their magic into healing (and it's called "clemency," or mercy. mercy for whom? who was guilty?), and as someone pointed out on that post, at level 58 dark knights used to get "sole survivor", letting them heal in response to a marked target's death.
for a time, you literally carry haurchefant's shield with you, and 3.3 very much literalizes in genre fashion the idea that even when you are standing alone, your fallen friends stand with you. you don't need to call any allies to stand at your side and raise their shields with you because they are already there, in spirit.
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stormblood marks a pretty important turning point in the warrior of light as a combatant, in my opinion, and the text makes this clear in several ways. first, in pretty much all your jobs, you've now far exceeded your trainers and are pioneering new techniques. this is no less true of paladin, which for 60-70 abandons any trainers at all for you to show off your peerless skills in a tournament.
second, stormblood is straight up a story about you getting stronger. at level 61, zenos kicks your ass. at level 70, you kick his ass. why? because you fought and got stronger and developed incredible new techniques and became a one-man army.
for a lot of classes, this story lines up nicely with the big rotation changes or flashy new finishers on the way from 60 to 70. SMN is now busting out bahamut and casting akh morn; RDM gets verflare and verholy; DRG starts harnessing nidhogg's power directly through dragon sight and nastrond.
the tanks are divided in two: warriors and gunbreakers get huge damaging upgrades at 70 in the form of inner release and continuation, each of which lets them hit the same button many times for lots of damage and satisfying animations. paladin and dark knight get more protective abilities; dark knight gets the blackest night, and there's been plenty said about that already by pretty much everyone.
paladins get passage of arms. instead of a relentless new attack (and you get requiescat at 68, which is a way bigger deal for your dps rotation), your big reveal at 70 for zenos in your fight in ala mhigo is a superior way to protect your party, a shield that lets you stand for your allies so they never have to fall for you again. it's lucia's same shield, except you need no allies' shields to reinforce you, proof of your martial prowess and your ability to transcend limits, and perhaps in truth a reminder that you never really stand alone.
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in many respects passage of arms should really feel like a paladin signature move to you now if you are playing it at this point, because you should be popping it in pretty much every fight (you are using your mits, right...?). basically every FFXIV fight has at least one big AOE with downtime that warrants passage of arms usage, usually after the mid-fight add phase with slowly filling bar. since that AOE usually drops during downtime, there's no reason not to pop passage of arms (which otherwise restricts your movement and actions), and even on normal, sometimes every little bit counts on a damage check even if it means dropping DPS (thinking here of harrowing hell P10N on release, which was...less consistent for a lot of roulette parties than you might hope).
so from 70 onward, passage of arms is in a sense a paladin warrior of light's signature move, and certainly the one a player gets to most actually enjoy (since if you're using it, you're by necessity not doing anything besides moving your camera and admiring your sick animation). it doesn't have any competition in terms of spectacle until confiteor, and those you're usually throwing out in the middle of movement.
it's such a signature, in fact, that the only other person shown using your one-person version of passage of arms is your greatest admirer, who studied your legend for over a century.
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and it's when he fails (should've popped arm's length, bud) that the warrior of light decides they can't let their friends fall for them, and sends them away with the transporter beacon. this is all wrong: you were meant to die for them, not the other way around. yours is the shield that stands between your allies and defeat. it is you who will win this passage of arms and break your opponents lance. and you do.
and then later, when they need to quickly establish zero's domain as a place of fallen grandeur, the home of someone who once believed in heroes but is now a cool and cynical vampire hunter d, what do they use? a decayed statue of someone in the paladin endwalker gear doing the passage of arms animation, of course.
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from a visible instantiation of knighthood as a joint effort to defend what is sacred, to a tribute to the fallen friends whose memories stand by you and animate you, to a symbol of the wol's power as emulated by their allies or darkly mirrored in other shards.
not bad for a mit button you hit once per fight and otherwise never think about!
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inbarfink · 7 months ago
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Ace Attorney Lawyers Ranked By Their Abilities in Physical Combat
Winston Payne: I’m pretty sure the average Tumblr user could kill Winston Payne with their bare hands.
Sebastian DeBeste: Look, the only reason why this wimp ranks higher than Payne is because he is so sopping wet pathetic that there is a significant chance that his opponent will just start feeling bad about kicking his ass and punch themself in the face instead.
Klavier Gavin: While Klavier is a physically fit young man who is known to keep his cool in extreme situations, he is also a giant law-abiding nerd who has never thrown a punch at anything that isn’t an inanimate wall. It probably wouldn’t be that hard to shove this guy into a locker.
Miles Edgeworth: Look, Miles is an even bigger locker-worthy nerd than Klavier. Anytime anyone, friend or foe, suggests a violent solution he just gets freaked out and begs for them to follow procedures. And no AA Lawyer is more easily thrown off his rhythm and startled than he is. He might have some bulk under the magenta and frills (or at least some impressive leg muscles from climbing 12 flights of stairs every day for like seven years), but he has no idea or will to actually use them in a fight. However, he did try and stare down a man who was aiming a gun at his back that one time and managed to keep his cool throughout all of this.
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So like, he’d probably talk a big game and try and intimidate his opponent into not engaging - but if that won’t work he will get his ass thoroughly whooped. And then he’d try to sue them, which is what his threats were about all along.
Apollo Justice: Actually a considerable step up in power-levels from the previous ones. Apollo might be smol, but he is Done With Your Shit and this gives him Strength. Not to mention that one time he successfully tanked an explosion. His famous Chords of Steel can also serve as a tactic to confuse or weaken his enemies.
Kristoph Gavin: Although he is primarily known for his schemes and poisoning, he did kill a man with a single blow to the forehead with a bottle, showing he does have some decent upper-body-strength to use in a fight. And being known as ‘the Coolest Defense in the West’ means he can keep his calm even during hectic combat. But he’s also very pretentious and his constant pontifications might just be the perfect opportunity for someone to smash his face in.
Blaise Debeste: Okay, look, is Blaise a scary tall man who successfully stabbed a woman to death with a candelabra and constantly carries around a deceptively-powerful lighter and has like, implied, motorcycle gang background? Yes. But also I think anyone who encounters Blaise Debeste face-to-face is overcome with such bloodlust rage that it might give them an edge in the battle against him.
Mia Fey: Mia ranks fairly high on the Battle Scale considering the one time she was faced with a violent altercation she just tried to escape and it… didn’t end well.
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However, in the two times we get to play as her it’s also clear that she wants to Punch. All of the Things. While Apollo is fueled by being Done With Your Shit, Mia has righteous anger - so I think in a situation where she is actually prepared to do battle she would be able to throw a few decent punches. Also assuming we are talking about Mia while she was still alive, there’s also her Spirit Channeling powers to account for. While we’ve never seen them on screen, Maya told us they are “first rate” and I believe her. Maybe she could channel the spirit of a great warrior to try and get an edge in combat?
Manfred Von Karma: While he also has the same Bloodlust-Inducing-Factor as Blaise, and he does seem less physically fit even though they’re about the same age - I feel like his cane could do more serious damage than Blaise’s lighter. And he has that dangerous fucking Stun Gun on him to easily neutralize opponents. Plus, he did tank that one gunshot he got in the shoulder. Manfred’s opponents might have Rage on their side, but also you cannot underestimate the power of his sheer Spite.
Godot: On one hand, Godot has shown an ability to keep his cool in very dangerous situations. He can smash a coffee cup with his bare hands and barely react, showing that he’s decently strong and resilient to pain. And he is yet another proud (?) member of the exclusive “Lawyers With a Body Count Club”. And while stabbing a waifish, 155cm college student (and part time-poisoner) in the back isn’t exactly the most epic demonstration of battle prowess in the history of Anime Lawyers - he did it (and moved the body and doctored the crime scene and prosecuted in court) while tanking a knife slash in his face, showing his pain-resilience once again, as well as general tenacity that would also be useful in battle. Also, he can summon an infinite amount of hot coffee mugs at will, which must make for a decent improvised long-ranged attack.
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On the other hand, his health is also heavily implied to be deteriorating and that he’s basically dying over the course of the final case… possibly due to all of that physical exhaustion. If a fight goes longer than just a single backstab, I feel like these health complications are gonna harm Godot’s performance.
Phoenix Wright: Okay, so this is actually the hardest one to place. I keep flip-flopping on where to put him, especially compared to Mia, and Apollo. Because unlike most other lawyers currently ranked below him, he is a disaster when it comes to being on the offensive; Phoenix Wright is a total wimp who has never returned a punch in his life. However, he is also almost supernaturally durable, unbelievably lucky and deceptively strong. If a solid iron door, a raging freezing river and a speeding car didn’t manage to take him down, what chance does a fellow human, even a more combat-capable one, have???
Calisto Yew: She’s not even a real-lawyer! She’s a Secret Spy who successfully pretended to be a Lawyer for years! She’s got a gun, she’s got a knife, she's got crossbow bolt as hair decorations, she probably has some combat training from her time in Interpol… While she’s clearly more specialized for espionage and infiltration, and not as physically strong as Lang, she’s still got an impressive advantage over most of the regular people who went to Law School. In fact, her skill with barefaced lies and manipulation might also be a skill she could use in a fight to catch her opponent off-guard.
Nahyuta Sahdmadhi: Nahyuta is, in fact, one of the few AA Lawyers to canonically participate in what I would unambiguously call a ‘fight’ (rather than a ‘murder’), when he single-handedly disarmed and apprehended a Defiant Dragon rebel in the sorta-canon ‘Spirit of Justice’ Prologue video.
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Like, that rebel guy probably isn't the world's greatest warrior, but the Defiant Dragons have been around for enough time to give their members at least some basic self-defense/combat skills… more so than the average lawyer on this list at minimum. And Nahyuta very easily crab-stomped him. Showing that he has strong nerves, some amazing reflexes and the martial art skills to knock a man unconscious with a single blow. Not to mention the seemingly supernatural skills with his prayer beads, which he already uses as a sort of ‘weapon’ in court. Also that... thing he did to Apollo's bracelet that one time.
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Nahyuta might be just straight-up Magic, that's pretty OP.
Franziska von Karma: Look, Franziska might not have official martial-arts, guns, or Literal Magic Powers - but what she does have is sheer determination and force or personality. Franziska von Karma has been intimidating grown men since she was a 149 cm tall 13 years old with a riding crop (I mean, one of those men was Miles, but still…..). She had once whipped Phoenix Wright into unconsciousness in a temper tantrum, and like I already mentioned that taking him down is quite a feat. She is also very resilient - while the shot to her shoulders was designed not to kill her, being up back on her feet doing investigation stuff a day after is still very impressive! Her whip might not be as dangerous as a sword or a gun, but she will not relent until she defeats you.
Simon Blackquill: Let me just give it to you straight, Simon Blackquill is 1.88 meter tall, he owns a katana and a trained attack-hawk (giving him both short range and far range advantage), he can break solid metal chains with his bare hands, he can cut your hair halfway across the room with a feather. Not to mention how he could probably use the whole psychological manipulation in battle to intimidate or goad his enemy. There’s not even a lot of funny or interesting points to bring up, he is literally an action movie character who just happens to also be a lawyer.
Athena Cykes: Athena Cykes is the strongest lawyer. One day, she’ll be stronger than whales. I believe in her.
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felassan · 5 months ago
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More from Game Informer: ''A Deep Dive Into Dragon Age: The Veilguard’s Combat, Abilities, Skill Tree, And More''.
The article contained new screenshots of skill trees - one for Level 30 Warrior Rook, one for Level 30 Mage Rook, one for Level 30 Rogue Rook, and one showing the 'pop up info' for the skill Wall of Fire. Going by these screenshots, the 3 specs for mage Rook are Death Caller, Evoker, and Spellblade. I think this is the first time the three specs for mages are confirmed. I wonder, is "Thorne" this Rook's custom first name, or one of the faction-defined surnames?
Text in last image reads:
"- Large circle: Class - Diamonds: Abilities - Medium circle: Major Passives and Ability Upgrades - Small hexagon: Traits - Small circle: Minor Passives and Stat Boosts"
Other excerpts from the article:
"Every single entry reimagines what combat is like and I would say our goal was to make sure we had a system that allowed players to feel like they actually were able to step into the world of Thedas. They're not a player observing from afar – they are inside of this world. Being this authentic world that's brought to life, the combat system needs to support that, so you are in control of every single action, every block, every dodge, every swing of your sword." [...] "During my demo at one point, we use a sword-and-shield Warrior Qunari that hip-fires and aims their shield to throw it like Captain America while hammering down big damage with a sword" [...] "a Mage's firewall that deals continuous damage" [...] "This extends to companions, who, at your choosing, bring three abilities (of their five total) into combat, executed either with quick select buttons or the pause-and-play combat wheel. Every time you rank up a companion's Relationship Level, you unlock a skill point to spend specifically on that companion – this is how you unlock new combat abilities. This extends to companions, who, at your choosing, bring three abilities (of their five total) into combat, executed either with quick select buttons or the pause-and-play combat wheel. Every time you rank up a companion's Relationship Level, you unlock a skill point to spend specifically on that companion – this is how you unlock new combat abilities. " [...] "Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like firewall and spartan kicks to your arsenal" [...] "Busche says BioWare's philosophy with the skill tree is "about changing the way you play, not the statistical minutiae." 
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"If you completely ignore companions in combat, they will attack targets, use abilities, and defeat enemies all on their own. "[Companions] are their own people, "Busche says. "They have their own behaviors, they have their own autonomy on the battlefield, they'll pick their own targets. As their plots progress, they'll learn how to use their abilities more competently, and it really feels like you're fighting alongside these realized characters in battle."" [...] "Busche says there are more explicit synergies, with intentional combos where specific companions can play off each other, and you can queue up their abilities to do just that."
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"Busche utilizes Veilguard's dual-loadout mechanic. As Rook, you can create two weapon loadouts for quick switch-ups mid-combat. As a mage Rook, she uses magical attacks to add three stacks of arcane build-up to make an Arcane Bomb on a Sentinel, a mechanical set of armor possessed by a demon. If you hit the Sentinel's Arcane Bomb with a heavy attack, the enemy will take devastating damage. Once the Sentinel has an Arcane Bomb on it, Busche begins charging a heavy attack on her magical staff, then switches to magical daggers in Rook's second loadout, accessed with a quick tap of down on the d-pad to unleash some quick light attacks, then back to the staff to finish charging its attack. She then unleashes the heavy attack, and the Arcane Bomb explodes in a liquidy whirl of green magic."
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""I've seen [Veilguard's combat] refined over time [and] I love it," BioWare general manager Gary McKay tells me. "I love that balance of real-time fluid action, but also the ability to have the depth in the RPG, not just in terms of pause-and-play, but the depth in terms of how you bring your companions into the battlefield. What are you going to do with their skill points? What's the loadout you're going to use? Everything is about bringing Rook to the center of the battlefield, and I love it."  Former Dragon Age executive producer and Veilguard consultant Mark Darrah feels Veilguard is the first game where the combat is legitimately fun. "What I see in Veilguard is a game that finally bridges the gap," he says. "Uncharitably, previous Dragon Age games got to the realm of 'combat wasn't too bad.' In this game, the combat's actually fun, but it does keep that thread that's always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in your party."  I get the sense from watching Busche play several hours of Veilguard that BioWare has designed a combat system that relies heavily on players extracting what they want out of it. If you want to button mash and use abilities freely when their cooldowns expire, you can probably progress fine (although on the game's easier difficulties). But if you want to strategize your combos, take advantage of elemental vulnerabilities, and min-max companions and Rook loadouts, you can do that, too, and I think you'll find Veilguard rewards that with a more enriching experience."
[source]
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varpusvaras · 27 days ago
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Batman and the Joker were already gone when Dick made it to the scene.
So was the Red Hood, it seemed.
Dick stood there for a moment, just watching the still smoldering rubble. He wasn't even sure why he was here in the first place. Batman was already out, and the Joker was with him.
The Red Hood was nowhere to be seen.
He should just go home. Go home, and not say anything about coming here. It wouldn't have done any good for anyone, anyway, after all. He could hear it in Bruce's voice, then in Alfred's.
A moment passed. Dick was still there.
There had been something. Something so familiar about the Red Hood. Something that made Dick feel strangely hopeful the more he thought about it, and he didn't know why.
There was just something.
He made his way down. He stepped around the bigger flames and into the scorching rubble. He didn't know what he was looking for. The Red Hood was gone already. He would be, if both Batman and the Joker were. That much Dick had understood about what he had been able to hear.
Still, it was like something was calling for him. Something, somewhere.
Dick wandered through the rubble and the smoke rising from it. He had been trained to listen to his instincts, after all, and this was him listening to them, he told himself, over and over again. He was doing what he knew the best.
It was the only way he could explain the feeling.
There was something in the rubble.
His eyes took a moment to recognise that what he was seeing was different from all the surrounding stone and metal. It was decidedly not made from either of those, and once his brain caught onto that fact, he zeroed in on it completely.
It was a leg, sticking out from beneath the rubble.
Dick had ran over and started to lift the rubble off of the leg before his brain caught up with him again. It was a leg dressed in torn, dark fabric, with a heavy boot on the feet. Another one became visible as Dick got some of the rubble off.
Then became visible part of the torso, dressed in torn and burnt combat shirt, and it was then Dick knew who exactly he was diggin out.
Or at least he thought he knew.
He would remain oblivious to the real truth for a moment longer.
Dick grabbed the next piece of debris, his fingers digging to what had once been either a part of a wall or a floor, with shattered tile still somehow clinging to it, and he dragged it off of the Red Hood, uncovering more of his body.
That was when he noticed the blood.
There was a lot of it. It didn't come as a surprise, exactly, with the amount of heavy wreckage that was on top of the guy. It would've been a miracle if nothing had hit him hard enough to cause some real damage.
It was a little surprising that Dick couldn't see the source of the blood yet. Was there really only one, single wound, despite all of the chances to get them all over instead?
He would worry about it in just a moment. First, he needed to see what was actually going on.
He pushed and pulled the pieces of the building away from the Red Hood, uncovering him bit by bit, discovering more of his blood in the process.
Then the last piece was pulled away.
With it, Dick found himself staring down at the face of Jason Todd.
Dick's world stopped for a one, single, long second.
Then it started all over again.
"Jason", Dick gasped, because he needed to breathe and speak at the same time to get his voice to work. "Jason."
Jason laid there, in the middle of smoke and rubble, his eyes closed and blood all over him.
He was taller than Dick remembered. He was bigger, too. Of course he was. Dick had seen the Red Hood. He knew who he was dealing with.
Jason was taller, bigger, older.
Jason was the Red Hood.
Jason was Dick's little brother.
Dick's little brother laid there, in the middle of smoke and rubble, his eyes closed and blood all over him.
There was so much blood.
"Jason." Dick wanted to scream. He didn't. If he did, then he would break the dream he was in. "Jason."
His fingers latched around Jason's wrist. Even through his suit, he could feel the warmth of his skin. He could've been warm because of all the fire that had been burning around him. Dick chose to believe otherwise.
He had been given a miracle. A miracle that was slightly twisted, but a miracle nevertheless.
He didn't want to believe that the world would be so cruel to give it to him and then take it away before he got to even have it.
He held onto Jason tight.
"Jason." His other hand craddled the side of Jason's face. The side with less blood on it. He still looked so much like he had before, despite all of the changes Dick could see. It had only been a few years, after all. Three? Four? Not too many. Entirely too many.
It was still Jason.
"Jason."
Jason opened his eyes.
He didn't look like he really saw Dick there, even though he was right in front of him. At first, he just stared somewhere past Dick, his eyes clouded over.
"Jason", Dick called.
At his voice, Jason's eyes moved ever so slightly more to Dick's direction. He still didn't look like he was really seeing him, but he was awake and moving at least somewhat. It was more than enough for Dick.
"Hold on", Dick told him. "You're going to be just fine."
There was blood on Jason's neck. It had spread from there and splattered onto his face and hair as crimson speckles. He had been bleeding quite some time.
Dick had no idea how he was still alive.
He wasn't complaining.
He needed to see a bit better, so he would know what he was dealing with, exactly. Reluctantly he let go off Jason's hand to wipe away some of the blood on his neck, to expose the wound more clearly to his eyes.
The skin beneath the blood was scorching through the fabric of Dick's suit.
Dick didn't pull his hand away. He continued to wipe away the blood, drenching his own hand in the process.
Beneath the red, there was a golden glow.
He got the edge of the wound visible. The flesh was still cut open on the surface there, but everything beneath it, the blood and the muscle were basking in golden light coming from the inside, slowly but surely knitting the flesh whole again, like thousands of needless with heavenly string in them were stitching Jason back together.
Dick had seen stranger things before.
One of them being his little brother back from the dead right in front of him.
He could take a little golden glow and the body healing on its own if it meant that his little brother stayed back from the dead.
"It's okay", Dick told Jason. "You're going to be okay."
He wiped away the blood from the edge upwards, all the way to the other side of Jason's neck. The cut was long and still deep in the middle, where the flesh had not yet healed itself as well, and Dick had the odd sense of familiarity come over him the longer he looked at it.
This time, though, there was no hopefulness accompanying the feeling.
This time, there was only the growing sense of despair.
Dick had seen a batarang being thrown enough times to know what a cut left behind by the edge of ones blade looked like.
Jason was not wearing his helmet. He was laying there, in the middle of smoke and rubble, blood all around him.
Batman and the Joker were both gone.
Dick's suit was covered in Jason's blood. He tore his eyes away from the wound, that damning wound, and looked back into Jason's eyes. They were still open, still looking at Dick, even if the slightly faraway look was still present in them.
It was enough.
"You're going to be okay", Dick told him.
Jason didn't say anything. Only one, singular tear gathered into the corner of his eye, dropping down to his cheek, washing away the drops of blood on its way.
He didn't resist when Dick gathered him into his arms.
"You're going to be okay", Dick told him. He pressed his face onto Jason's shoulder. He could feel the blood sticking to his skin, warm and damning. "You're going to be okay. I'll make sure of it."
Dick had been given a miracle, and he held onto it tight.
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