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what if i bashed you against the wall until you were red mush but in a cute way
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reddit is having a glitch where it puts the wrong captions over photos and it’s the only thing i care about right now








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i've said this before but i suppose it bears repeating and clarification. it is arabs and palestinians who have suffered the most under islamist rule. we (middle easterners, revolutionaries, religious minorities, gender and sexual minorities) as people, understand what hamas represents better than israelis do, better than anyone does. we understand what the entire spectrum from political islam to outright jihadist extremism does. we understand dictatorship. we understand theocracy. we understand fascism.
the repression israel has created is so absolute, has destroyed civil, diplomatic, intellectual and peaceful avenues so absolutely, that it leaves no avenues for anyone to condemn hamas anymore. even the representative of hamas's ideological and political opponents, the PLO (which oversees the West Bank), is openly frustrated at the request to condemn hamas. and it's not because he sympathizes with them. he has absolutely no political, personal, ideological or economic reason to.
israel has bombed gaza in 2008, 2012, 2014 and 2021, each and every time with the declared intention of targeting hamas and instead murdering civilians en masse. everyone familiar with israel understands that 'hamas' is meaningless, that israel has no real interest in defeating them (and that defeating militant resistance to an occupation with military force is not possible), that they went so far as to fund them as their choice of preferred enemy. when palestinians hear 'hamas' they correctly understand that israel intends to kill everyone. it is, to use the lingua franca of this period, a dogwhistle. on october 7th, israelis were horrified to see this dogwhistle suddenly become an actual whistle, but nothing else changed except for the intensity and savagery of their attacks on gaza. instead, the more they say hamas, the more they murder civilians en masse, just as they always have. everyone in gaza has said "this is not new, just worse." they have always understood that they are the target. no amount of condemning hamas, being a good palestinian, a good civilian, or even a newborn will change that.
this includes all of hamas's ideological opponents and so-called victims as well. peace activists, intellectuals, palestinian christians, and queer palestinians alike are not condemning hamas right now. they can't because they are busy fighting for their lives and homes against the israeli occupation. if you understood the personal toll this takes on them, if you understood how deeply their trauma runs, you would understand just how evil the israeli narrative on hamas is for all palestinians.
if you want a plurality of palestinian opinion, get rid of the israeli apartheid state. if you want tolerance, get rid of the israeli apartheid state. if you want israelis to be safe in their homes from the threat of hamas militants, get rid of the israeli apartheid state.
the truth is, there is a base and deeply evil racism at the core of asking to condemn hamas, especially by those who would never condemn israel or the violence it requires to maintain itself. it presumes that they have the right to ask for a condemnation of child murder, without ever giving an apology for child murder or the promise to stop murdering children. ghassan kanafani once called this "a conversation between the sword and the neck."
it is absurdity in full display, a macabre delight in impunity disguised as moral superiority. more than treating every palestinian as a terrorist in interrogation, more than its dehumanization and islamophobia, it is at its core asking "do you agree our children are more important than yours?"
and lest you forget, Israel's current minister of national security has already said it directly. as he famously once told arab-israeli reporter mohammad magadli, “Sorry Mohammad, my right to life precedes yours, that is the reality.”
in many ways, that's far more honest than asking "do you condemn hamas?"
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Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, immediately perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever roll zero or fewer dice for any reason, you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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Numberman and Omni-Kinesis is such a powerful combo on paper but the more I study physics the more I realise how infuriating actually piloting this build would be in real life.
Goddamnit now I need to write.
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the queen, king, ace, and jack of fontaine! only.. uh... it seems the jack has gone missing.....
genshin will be at NYCC! Booth 1453, Javits Center, Oct 12-15
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[For ENG B HL]
As someone who uses a lot of social media, I constantly see people sharing things about their life and experiences. While seeing this can be a positive thing, constantly seeing other people’s lives being portrayed as ideal or perfect can have a corrosive effect on my self esteem, which usually means it’s time for me to step back from social media for a moment.
It’s not all negative though, the collectivist nature of social media forums like Reddit allow me to easily join and interact with communities who share interests with me, which is something I find very helpful for my self esteem and confidence
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Who the fuck looked at this humid mosquito-ridden peninsula and thought
yeah I’ll start a settlement here
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Far be it for me to challenge your "certified girlsmell appreciator" credentials, but I believe the "girlsmell" you are perceiving is in fact the black mould growing in her laundry hamper. That sense of heady intoxication would be the hallucinogenic spores.
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Slept for exactly 3 hours last night. I am held together by caffeine and spite.
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Why is everything due this week- oh wait it’s because I procrastinated so hard I that I need to to 7 hours of essays in 4 days.
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the internet truly does heinous things to your brain
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I am such a sucker for military/space navy SciFi. Something like the Crimson Worlds or First Contact/Behold Humanity. Really need a similar series to read. Closest I’ve found recently are Every Gun To The Line and u/Memento-Mori-3’s Terran Doctrine/Navigator/Gunslinger universe.
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Sawano Hiroyuki’s orchestral music is such a lifesaver for cramming project work. Literally perfect sounds to muffle the adhd. Current favourites include XI, Tracer and car5p3/PENELOPE. Honourable mentions to Colors, and Unicorn
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Learning complex numbers right now and every time my lecturer says “imaginary”, my synesthesia flash bangs me with the Imaginary Tree symbol
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