#How to combat decision fatigue
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lifestyle-hub · 10 months ago
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9 Ways to Combat Decision Fatigue in a World of Endless Choices
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It’s the end of the day, and you’re staring blankly at your phone, unable to decide whether to order pizza, noodles, or maybe just cook dinner.
It’s not laziness, it’s decision fatigue. We live in an era where choices are everywhere, from what to wear in the morning to which Netflix show to binge at night. While more options may seem like a good thing, they can lead to mental exhaustion, leaving us drained and overwhelmed.
So how do you take back control and reduce this daily stress? Let’s dive into 9 simple, actionable ways to combat decision fatigue.
1. Simplify Your Routine
Ever heard how some of the most successful people like Steve Jobs or Mark Zuckerberg stick to the same wardrobe every day? They do this for a reason, by reducing minor decisions, they save their brainpower for more important choices. You don’t have to go full uniform mode, but simplifying daily routines can go a long way in cutting down decision fatigue. Whether it's meal prepping your week’s lunches, choosing a go-to work outfit, or setting up an automatic morning routine, having fewer decisions to make will lighten the mental load.
2. Limit Your Options
The more choices we have, the harder it becomes to decide. This is the classic paradox of too much choice. To avoid this, set boundaries for yourself. For instance, limit your entertainment options to just three choices: one movie, one show, and one documentary. The same applies to your daily tasks. Prioritize the top three things you need to accomplish, and ignore the rest until they’re done. Less is more!
3. Batch Your Decisions
Imagine having to make a hundred small decisions throughout the day, it’s exhausting, right? Batching similar tasks together is a powerful way to minimize the number of decisions you make. Instead of figuring out what to eat for dinner every night, plan your meals for the week on Sunday. Instead of checking emails all day, dedicate two specific times to respond. By batching decisions into a single timeframe, you free up mental space and reduce the constant barrage of choices.
4. Create Decision-Making Habits
Habits can be your best friend when it comes to fighting decision fatigue. The more decisions you can turn into habits, the fewer choices you have to actively make. For example, if you always work out at the same time every day, it becomes second nature, eliminating the need to constantly debate with yourself about when or whether to exercise. The beauty of habits is that they automate your decisions, leaving your mind free for other things.
5. Know Your Decision-Making Peak
Your brain doesn’t operate at the same level all day. For most people, cognitive function is at its peak in the morning. This means your ability to make sound decisions is stronger earlier in the day. Schedule your most important decisions whether they’re about work, finances, or personal life for when you’re most alert. Save the less critical decisions (like what to watch on TV) for later when your mental energy is lower. By aligning your decision-making with your mental stamina, you’ll make better, more thoughtful choices.
6. Embrace “Good Enough”
I wouldn't say the term “perfect” is not possible or bad, but perfectionism is the enemy of decision-making. We often get stuck in analysis paralysis, trying to find the perfect solution when “good enough” would suffice. The truth is, in most situations, there is no perfect answer. Accepting “good enough” speeds up decision-making and reduces the stress that comes with overthinking. Whether it’s choosing a restaurant or making a work decision, ask yourself, “Is this good enough for now?” More often than not, it will be.
7. Make Use of Tools
We live in a time where technology can help ease decision fatigue. Apps like Todoist, Trello, or even simple to-do lists can help organize your tasks and priorities. Decision-making templates can help narrow down your options. For example, if you struggle with choosing a new book to read, create a shortlist based on recommendations, then use a decision matrix to weigh your options based on criteria like length, genre, and reviews. These tools act as shortcuts for your brain, giving you a framework to make faster decisions.
8. Delegate When Possible
You don’t have to make every decision yourself. Whether it's work-related or personal, delegation is a powerful tool to reduce decision fatigue. Trusting others with some choices allows you to focus on the ones that matter most to you. At work, this could mean passing tasks down to a coworker or team member. At home, it might involve letting your partner or kids make dinner choices or weekend plans. Don’t be afraid to ask for help it’s a sign of strength, not weakness.
9. Take Regular Breaks
Our brains are like muscles, they get tired from overuse. Taking regular breaks throughout the day can help reset your mental energy, allowing you to make better decisions. Whether it's stepping outside for a quick walk, doing some stretches, or practicing mindfulness for a few minutes, these small breaks can prevent decision burnout. When you feel overwhelmed, don’t push through, pause, reset, and come back refreshed.
Fewer Decisions, More Clarity
In a world filled with endless choices, the secret to clarity is cutting through the noise. It’s about making fewer decisions so you can focus on the ones that count.
So, take a deep breath, start with one small change, and watch as your decision-making power grows stronger.
Kad
References
Baumeister, R. F., & Tierney, J. (2011). Willpower: Rediscovering the Greatest Human Strength.
Schwartz, B. (2004). The Paradox of Choice: Why More is Less.
Iyengar, S. S. (2010). The Art of Choosing.
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0kurakura0 · 7 months ago
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Case Files Pt.1 (intro)
Simon Riley "Ghost" x UN lawyer Reader
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TF 141 receives a visit from a UN prosecutor working at the ICC. This overworked prosecutor is trying to build a case against war criminals and must team up with them to catch these criminals. Along the way, they may even catch feelings for a brooding soldier. slow-burn, M/F, mention of law terms, Human rights violation (genocide), cursing
>> Part 2
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The dim, sterile lights of the briefing room flickered overhead as the members of Task Force 141 gathered around the table along with Core, a fellow private military group that was hired along with 141 for a mission. Soap MacTavish leaned forward, eyes locked on the Price as he gave the mission report, his fingers drumming quietly on the polished surface. Price, ever the sentinel, stood at the center of the room along with Leopold; the captain of Core a fellow private military company. Ghost remained an imposing figure at the far end of the room leaning against the side wall. Gaz who was sitting in the seat next to Price listened in on the report on their course of action as well as all information gathered on their target. 
"Intel checks out," Soap muttered, his accent thick with the fatigue of too many nights spent in hostile territory. "I think we’ve got it locked down."
Price didn't respond immediately, waiting for the Core captain to add any information on their part. "Just keep sharp. We're not totally out of the blue just yet," Price said.
“Not much to worry about, luckily, but who knows, maybe if we find these bastards as fast as we can, we can have some fun with them,” Leopold snickers in a sadistic tone. 141 just staring at him with disdain in their eyes. Even though they are fellow operatives in this mission, 141 and Core did not see eye to eye on matters surrounding how they handled the enemy combatants. While 141 would be over and done with it. Core, they came to find out they were ruthless and would like to “play” with the enemy, much to the discomfort of others. 
“Prick,” Ghost rumbles under his breath, low enough that it couldn't be heard. 
Before anyone could reply, the door swung open, and all operatives in the room shot from their seats at the sudden interruption. Two armed guards came in and following after them a woman wearing a suit that screamed of legal authority rather than combat experience walked in. The woman’s eyes flicked across the room, taking in each of them, her gaze cold and unwavering.
"Hello Gentleman, I do hope I'm not interrupting at a bad time but I have a pressing issue at the moment" the lawyer’s voice cut through the tension like a blade. Not waiting for an invitation, stepping fully into the room, and looking directly at Price and Leopold.
"Excuse me?" Leapold barked, his brows furrowing as he straightened, clearly not amused. "And who exactly are you? And what the fuck are you doing here?”
The lawyer didn’t flinch at the sudden hostility. "I’m ___, a lawyer assigned by the United Nations to prosecute violations of international law," she said, her voice laced with authority. "I’m here on a matter of grave importance. It seems there have been violations in more ways than one."
Price exchanged glances with Ghost, each sensing the impending storm. "What’s this about?" Price asked, his tone sharp but controlled.
___ walking further into the long table in the middle and held up a folder, its contents heavy with the weight of documents, before dropping it onto the center table "Leopold O'Reilly you are being detained on violations of International Humanitarian laws along with all other soldiers under the command of the Private Military Company “Core”," she said, letting the words sink in. "Violated the Geneva Conventions, among other things. you’ll either face prosecution or give up your position and pay a hefty fine. The decision is yours, but I’m here to make sure that happens and you're brought in." She says as the 2 armed guards come around cuffing Leopold, 
“What the fuck do you mean violation I haven't done shit, and Im a private actor, not a state, so the Geneva Conventions don't apply to me,” Leopold screams at the lady as he struggles against the 2 guards. 
“Under certain circumstances, yes, but 3 years ago, you were hired by a state official in Nigeria to clear out a village to make way for oil drilling in the area where you were not, and while there, it was reported that your team violated multiple human rights law including the violation of the 1948 genocide convention, and since you where hired by a state official you are considered a state actor under contract,” ___ states with a cold glare towards Leopold. As she motions her head to the 2 guards to escort him out.
"You can't Fucking do this to me- fuck stop let me go!" Leopold yells as he's dragged out of the room by the guards.
“Hold, you can't just come barging in here like this,” Soap says as he stands up, half yelling at the lawyer.
___ not flinching turns to him saying. "This is a matter of international law, and as of now out of yalls hands. So unless you want to see the rest of your operation crumble under legal scrutiny, I suggest you start taking this seriously and just let me do my job,"
The room seemed to freeze, the air thick with the weight of her words. Ghost’s gloved hands tightened into fists, his gaze never leaving ___. The lawyer wasn’t backing down. She had a mission, and She would not be swayed.
Price stepped forward, his voice low but filled with command. "We have a mission that we are carrying out. We can't just up and stop this. You think you can just waltz in here and disrupt everything we’ve worked on?"
___ met his gaze head-on. "I don’t care about your mission. What I care about is justice. And that’s what you’re going to face, whether you like it or not," she says, ending the conversation as she turns around leaving the room. 
Price’s phone rings soon after. “Laswell, what the bloody hell is going on right now?” He half yells through the phone. 
“Sorry, John, I guess you just met the reason for my call,” Laswell says from the other side of the phone, sighing. “That was __ a UN litigator. It seems like they are starting to push harder to crack down on violations by sending out their dogs to bring them in. And Leopold was apparently on the top of their list. I tried to call you about the situation as soon as I caught word, but seems I was just a tad bit late,” 
Price grumbles “So what do we do now?”
“Nothing, the mission is being called off, think of it as an early break let off to go home,” Laswell says in a monotone voice before ending the call.
Soap leans over looking over to Ghost with one of his trademark grins. “Well that was something,” he says with a chuckle. “But I will have to say seeing a lassie like that being so commanding is kinda hot, ain't it LT,” he says.
Ghost looks at him with annoyance through his mask, saying, “Can it, Johnny” as he pushes off the wall, leaving the room annoyed with the whole situation. Thinking back to the lawyer. Hoping for his annoyance that he doesn't have to deal with that shit again.
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Okay hey, y'all this is my first fic ever so not the best but will edit and add more here and there as I figure out what I'm meant to do and how this app works lol.
I'm always open to little imagine ideas or other stuff. but this fic will take some time also will make a masterlist for it as soon as I figure it all out.
but yeah hope you like this kinda a law nerd but to make it interesting it's not 100% accurate but if I can help it I will be in some.
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anim-ttrpgs · 1 year ago
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Eureka: Investigative Urban Fantasy, and Themes of Disability, Mental Illness, and Criminality.
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Back Eureka: Investigative Urban Fantasy on kickstarter before May 10th if you want to help a disabled person with limited ability to work pay his bills.
Verisimilitude, What Would a Person Do?
To understand Eureka’s themes regarding disability, mental illness, and criminality, you first have to understand its verisimilitude.
“Verisimilitude” is defined as “the appearance of being true or real,” and it is a big part of the core design ethos behind Eureka. It is a very realistic game.
We aren’t necessarily of the opinion that “realism” is a better design choice than stylization overall for RPGs, but it is a better design choice for Eureka, because we want the PCs to be very normal, believable people who make believable, organic decisions in extraordinary situations. No matter what anyone says, the mechanics of a TTRPG strongly influence what kind of stories are told with it, and what characters do in those stories. So if we want characters to make realistic decisions, the world they inhabit and interact with must be constructed of realistic rules.
Even though there is a small chance that they may be a supernatural creature, PCs in Eureka are still not fearless action heroes, chosen ones, or anything of the sort. They’re normal people with jobs, friends, and families who get mixed up in mysterious and/or dangerous situations, often against their will. They are fragile, vulnerable, imperfect, and they, largely, know it.
“Composure” is a mechanic that helps you know it too. I’ve given a deeper explanation of the Composure mechanic in the post linked here, but I’ll give a very very very condensed version in this post. Composure can sort of be thought of as “emotional/fatigue HP,” (and no, it is NOT “sanity”) it acts as a guideline for how well your character is handling the situation, and when it gets low enough, it starts to have serious mechanical effects as well, because a character’s stat modifier can never be higher than their current Composure level. Fear, hunger, and fatigue all lower Composure, and eating, sleeping, and bonding with one’s fellow investigators can all restore it, at least for normal people. More on that further down. All you really need to know for now is that when Composure gets below zero it starts eating into HP, so characters can even pass out or die from loss of Composure, and also one single bullet is enough to permanently cripple a character, and the rate of Composure loss during combat reflects how serious that is for the characters.
Grievous Wounds
It isn’t too uncommon for RPGs to have some sort of “flaw” system, whereby in character creation you can give your PC “flaws” or some kind of penalty, and usually get that balanced out by being able to add extra bonuses elsewhere, and these “flaws” may take the form of disabilities.
Critical Role’s Candela Obscura, the whole document of which is one of the most egregious examples of liberalism and toxic positivity I’ve ever seen in the TTRPG space, takes this beyond just character creation, and makes it so that if a PC receives a “scar” in combat that reduces their physical stats, their mental stats automatically go up by an equivalent amount, and proudly asserts that to make any mechanic which functions otherwise is ableist. I think you can probably tell what I think of that from this sentence alone and I don’t need to elaborate. Getting bogged down in all the failures, mechanical and moral, of Candela Obscura would make this post three times as long.
I actually do think that as long as you aren’t moralizing and patting yourself on the back this hard about it, “flaw” systems in character creation are a pretty good idea in most cases, it allows for more varied options during character creation, while preserving game balance between the PCs.
But in real life, people aren’t balanced. The events that left me injured and disabled didn’t make me smarter or better at anything—if anything, they probably made me stupider, considering the severity of the concussion! Some things happened to me, and now I’m worse. There’s no upside, I just have to keep going by trying harder with a less efficient body, and rely more on others in situations where I am no longer capable of perfect self-sufficiency.
Denying that a disabled person is, by definition, less capable of doing important tasks than the average person is to deny that they need help, and to deny that they need help is to enable a refusal to help.
This is the perspective from which Eureka’s Grievous Wounds mechanic was written.
When a character is reduced to 1 HP, which by design can result from a single hit from most weapons, they may become incapacitated, or they may take a Grievous Wound, which is a permanent injury with no stat benefits. Think twice before getting into a shootout.
Grievous Wounds don’t have to result from combat, they can also be given to a character during character creation, but not as a trade-off for an extra bonus.
“But then doesn’t my character just have worse stats than the rest of the party?” Yes, didn’t you read the above section? There is no benefit, except for the opportunity to play a disabled character in an TTRPG, and this character will probably have to be more reliant on the rest of the party to get by in various situations. Is that a bad thing?
Monsters
Just like mundane people in Eureka: Investigative Urban Fantasy, monsters are playable, because they are regular people. I’ve gone over this in other posts and also you can just read about it in Chapter 8 of the Eureka rulebook, but the setting of Eureka doesn’t have a conspiracy or “masquerade” hiding or separating supernatural people from normal society. They exist within normal society, and a lot of them eat people.
Most RPGs consider monsters to just be evil, they do evil for evil’s sake. RPGs that seek to subvert this expectation often instead make monsters misunderstood and wrongfully persecuted, but harmless. Eureka takes a wholly different approach.
There are five playable types of monsters in the rulebook right now, and it’ll be seven if we hit all the stretch goals, but for simplicity’s sake this post will just focus on the vampire. Despite them applying in different ways, the same overall themes apply to nearly every monster, so if you get the themes for the vampire, you’ll get the gist of what Eureka is doing with monsters in general.
I mentioned Composure above, and how it can normally be restored by eating food and sleeping. Well, vampires can not restore their Composure this way. They don’t sleep, and normal people food might be tasty as long as it isn’t too heavily seasoned for them, but it doesn’t do anything for them nutritionally. Their main way to restore Composure is fresh living human blood, straight from the source. To do what mundane PCs do normally by just eating and sleeping, vampires have to take from another, whether they’re happy with this arrangement or not. They do not, of course, literally have to, and a player is not forced to make their vampire PC drink blood, just like you don’t literally have to eat food, but they do and you do if you want to live in any degree of comfort or happiness, or else they’d eventually just sit at 0 Composure and not be able to effectively do anything.
There’s a reason that this is a numerical mechanic and not simply a rule that says something like “this character is a vampire and therefore they must drink blood once every session,” and that is to emphasize and demonstrate that the circumstances a person faces drive their behavior. In America, there is a tendency to think of criminality and harmfulness as resulting from something of an intrinsic evil, but in my experience and observation, people do not just wake up at like age 16 and decide “I think I’ll go down the criminal life path.” Through their life circumstances they have been barred from the opportunities that would have given them other options. People need food, food costs money, money requires work, work requires getting hired, but getting hired requires a nearby job opening, an education, an impressive resume, nice clean clothes, a charismatic attitude, consistent transportation, and so on. For people without, criminality is something they are funneled into, which becomes harder to avoid the longer they go without consistent access to their basic needs. The choice will be between taking money from others by force or trickery, or running completely out of money.
As the Composure counter ticks down, a vampire, or other playable monster, is going to encounter much the same dilemma. There is little to no “legal” or “harmless” way for them to get their needs met, even if they do have some money. Society just isn’t set up for that. And no your kink is not the solution to this, trying to suggest every vampire get into sex work is like one step removed from telling every girl she should just get an OnlyFans the minute she turns 18, or that women should just marry a man and be a housewife that gets taken care of if they want their needs met.
Playable monsters in Eureka are dangerous, harmful people. They were set up to be.
“Oh well then the vampire should just eat bad people!” You mean those same bad people i just described above? See this post for answers to all the other arguments people are going to make to try and absolve vampires of causing harm.
Society not being set up for that brings me to next reading/theme: Monstrousness as disability, and monsters as takers.
Mundane human characters restore 2 points of Composure per day just by eating food and sleeping, but vampires do not, they can’t. To restore their Composure they have to take from others a valuable resource that everyone needs to live and the extraction of which is excruciatingly painful and debilitating (blood). No one knows what happens to blood after a vampire drinks it, it’s just gone. Vampires are open wounds through which blood pours out of the universe.
This is a special need, something they have to take but cannot give back. Their special needs make them literally a drain on society and the world.
Even in so-called “progressive” spaces, there is a tendency to consider takers, people who take much more than they give back, such as disabled people, as something that needs to be pruned, with the mask over this being the aforementioned total denial of the fact that disabled people take more than they can give.
In this way, vampires and other playable monsters are, inarguably, “takers,” but in positioning them as protagonists right beside mundane protagonists, Eureka puts you in their shoes, and forces you to at least reckon with the circumstances that make them this way, as well as acknowledge their inner lives. You have to acknowledge two things: That they are dangerous, harmful people who take more than they can give, and that they are people. Because they are people, Eureka asserts that they have inherent value, a right to exist, and a right to do what they need to do to exist.
One final point is that of monstrousness as mental illness. Mental illness is a disability, one pretty comparable to physical disability in a lot of ways, so all of the above about disability can apply to this metaphor as well, but there are a few unique comparisons to make here.
It’s not the most efficient, but there are a couple of loopholes deliberately left in the rules that allow vampires to restore Composure without drinking blood. Eureka! moments can restore Composure, and Comfort checks from fellow investigators can restore Composure.
When I was writing the rules for how monsters regain Composure in accordance to these themes, I came to a dilemma where I wasn’t sure if it was thematically appropriate for them to be able to regain Composure in these ways, but ultimately I decided that yes, they can. It works with themes of mental illness, which is mental disability.
People with mental illnesses may have the potential to be harmful and dangerous, but study after study, including my own observation, has shown that mentally ill people with robust support structures and agency allowed to them to handle tasks are much less likely to enact harm, be that physical violence, relational violence, or violence against the self. So that’s why I kept that rule in for playable monsters. Being able to accomplish goals, and having friends who are there for them, makes the harmful person less likely to cause unnecessary harm.
I couldn’t really figure out where to fit this paragraph in so I’m sticking it here right before the conclusion: Vampires are especially great for this because they’re immortal, and because they always come back when “killed.” They can’t be exterminated, they aren’t going away, there will always be problem people in society, no matter how utopian or “progressive.” They’re a never-ending curse, who will always be a problem. The question is how you will handle them, not how you will get rid of them.
In conclusion,
Eureka is as much a study of the characters themselves as it is the mystery being solved by the characters. It is a harsh, but compassionate game, that argues through its own gameplay that yes, people do have needs which drive their behavior, many people do have special needs that are beyond their ability to reciprocate, and failure to meet the needs of even a small number of people in a society has high potential to harm the entire society, not just those individuals whose needs are unmet.
And Candela Obscura sucks.
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Back Eureka: Investigative Urban Fantasy on kickstarter before May 10th if you want to help a disabled person with limited ability to work pay his bills.
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If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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cptsadist · 30 days ago
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Angels in CptSadist's Universe
I wanted to ramble about how angels are in my universe. I mean, I don't think they're very different from typical depictions in media but brainrot and not because I'm working on a new angel to fit into Lias's lore. I would never do that.
Ranking
Though there may be subtypes within each rank, the main ranks are (from highest to lowest): Serephim, Archangels, and Angels. The Seraphim overlook Heaven and tend to make any big decisions, especially involving Heaven's inhabitants. Archangels are the more militant branch and have a very high ranking, they carry out the orders of the Seraphim. Regular Angels are the lowest rank and often travel to earth, usually disguising themselves as humans, to protect humanity and spread the word of God.
Gender and Identity
Gender is a very loose concept for Angels. Since they are initially created with no set gender, they can often alter their forms to present one way or another if they choose. This leads to many being nonbinary or genderfluid (or fitting somewhere under that umbrella). They don't adhere to common "gender concepts"; they often have more androgynous looks and don't fit in with gender stereotypes. Of course, there are some who choose to align with one gender and present that way, and this is accepted by other angels. It's simply a matter of choice and what feels right and can vary from angel to angel.
Weaponry
All angels, even the lowest ranking, have a specific weapon. This weapon can have pretty much any form, whatever they are adept with. The most common one for angels are swords, though some may utilize other medieval weaponry or could even have modern weaponry such as guns and other similar artillery. It is certainly possible for an angel to pull a glock on you.
Views
Typically the higher the ranking, the more self-righteous the angels get. They see themselves as above humankind, but still fulfill their duties without question. There are some (a smaller amount of angels) who truly want to help humankind and only want the best for them, and view every life as special and something to protect.
Law
Rules in Heaven are very strict, and whatever is decided is set in stone. The higher rankings are not afraid to cast an angel from heaven if they believe the act is fitting for such a punishment. If the act is less severe (harming but not killing another angel of the same rank, making a mistake and costing the life of one or very few innocents, etc), then the offending angel will be demoted to a lower rank. There is no questioning decisions made by the highest ranking angels.
Powers
All angels are adept in their chosen weapon and they should be well versed in combat. Angels have abilities involving controlling heavenly light and/or flame, and this can act in various ways. It's possible that they can resurrect the dead, but this is a secret kept to a very select few angels.
Appearance
And of course, all angels have wings and halos (though they can vary in appearance). They have more angelic, true forms, but usually will appear as human unless provoked. If an angel goes against its very nature, their body will attack itself, and they will become physically ill. Their wings will ache, they will have weaker powers, they will feel fatigued, which are all things angels typically never have to feel. Basically, they end up feeling human.
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finalgirlsamwinchester · 1 year ago
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nothing makes my hackles rise more than seeing people ascribe to fanon labelling sam's empathy and compassionate nature as something purely cognitive, cold, and calculating. because for some reason, people are quicker to jump to the conclusion that deep down he's uncaring - that his compassion is purely scripted, that he's going through the motions. which is patently false! if you would spend more than two seconds paying attention to his character and his stated AND unstated motivations and core beliefs.
also. would you say the same thing to an EMT running through a script while dealing with a patient during an emergency. hunting mirrors a lot of emergency service work that puts workers in high stress, life-or-death situations, day in, day out! compassion fatigue is real, and anyone on the job will tell you that no one is surviving the work week running on pure compassion alone.
like emergency services workers in the real world, both brothers rely on scripts. dean often defaults to lines that let him take charge of a situation, especially useful for when decisive action needs to take place. sam on the other hand, usually defaults to supportive lines and does far better at defusing tense situations. they're also capable of swapping roles, and will readily do so when required. it's all part of why they're an effective hunting unit when working together, operating at their best.
because we repeatedly see in the show that tactical combat is only one facet of hunting. there's the research and detective work, but more importantly, there's the people work that comes with it. they're constantly having to work with people, often victims/survivors experiencing great distress.
like yeah they have their own host of issues when it comes to communicating with each other and managing close interpersonal conflicts. but i'd argue they're an effective unit out in the field. and i'm really not judging how they talk to people on their random case-of-the-week by the same standards i use to judge their familial dysfunction. lol.
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usafphantom2 · 10 months ago
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How An A-10 Pilot Guided His Wingman to Safety in a Hypoxia Crisis
Lt. Col. Mitchell recalls a life-or-death moment in the sky, helping his wingman fight hypoxia during a mission aboard the A-10 Warthog.
David Cenciotti
A-10 Hypoxia
U.S. Air Force Reserve Citizen Airman Lt. Col. Timothy “Scream” Mitchell, an A-10 instructor pilot and flight commander with the 47th Fighter Squadron, places his hand on the iconic nose of an A-10C Thunderbolt II at Davis-Monthan Air Force Base, Ariz., Aug. 22, 2024. (U.S. Air Force photo by Tech. Sgt. Tyler J. Bolken)
With the plan to fully retire the type by 2029, the U.S. Air Force will decommission 42 A-10C Thunderbolt II aircraft this year, with the remaining 260 expected to be phased out in the next 5 years.
As the legendary “Warthog” approaches the twilight of its storied service, one figure stands out as a living embodiment of the grit, tenacity, and unwavering dedication that define the aircraft’s tight-knit community. That figure is U.S. Air Force Reserve Citizen Airman Lt. Col. Timothy “Scream” Mitchell.
With nearly two decades of flying the A-10, Mitchell was recently recognized with a prestigious safety award, not only for his actions during a perilous night flight but for a career that epitomizes the spirit of the A-10 and the individuals who support and operate this combat-proven aircraft.
In March this year, Mitchell found himself in a situation that tested the full breadth of his experience. Alongside Capt. Dylan “Mac” Vail, an active-duty pilot from the 357th Fighter Squadron who was being trained to become an IP (instructor pilot), Mitchell embarked on what was intended to be a routine 2-ship training flight.
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U.S. Air Force Reserve Citizen Airman Lt. Col. Timothy “Scream” Mitchell, an A-10 instructor pilot and flight commander with the 47th Fighter Squadron, stands in front of the first A-10C Thunderbolt II he flew, tail number 9154, on the flight line at Davis-Monthan Air Force Base, Ariz., Aug. 22, 2024. Mitchell has flown the A-10, often referred to as the Warthog, for nearly two decades, exemplifying the dedication and expertise that define the A-10 community. (U.S. Air Force photo by Tech. Sgt. Tyler J. Bolken)
As an instructor pilot and flight commander for the 47th Fighter Squadron, Mitchell is no stranger to demanding situations. However, on this night, what began as a standard night sortie, would quickly transform rom routine to critical. In fact, Vail began showing the early signs of hypoxia, a dangerous condition caused by a lack of oxygen that can impair cognitive functions and motor skills.
A subtle threat
Hypoxia can be difficult to identify, especially for pilots, because its onset is often gradual and its symptoms can be subtle or easily mistaken for fatigue or stress. Symptoms like dizziness, confusion, lightheadedness, euphoria, and impaired judgment often develop slowly, which can make it challenging for pilots to recognize what is happening before it becomes severe, and increasingly difficult for a pilot to maintain control of their aircraft.
In the cockpit, Vail was struggling. His brain, starved of oxygen, couldn’t process the situation clearly. As the effects of hypoxia worsened, the situation became dire. But Mitchell’s calm and decisive leadership shone through. Years of experience kicked in, allowing him to quickly assess the situation and provide clear, concise instructions over the radio to guide Vail back to safety.
It was a night that could have ended tragically had it not been for Mitchell’s steady hand.
“I could barely think straight,” Vail recalls, his voice heavy with the memory of that critical night. A Houston native and a graduate of the Air Force Academy, Vail was in a dangerous spiral, both mentally and physically. “Mitchell was there every step of the way, simplifying everything, telling me exactly what I needed to do. It was his voice and experience that got me back on the ground safely.”
For Vail, Mitchell’s actions went beyond the role of an experienced pilot, they embodied a deeper philosophy, one ingrained in the A-10 community itself. This is a community where the mission is paramount, but equally important is the unwavering commitment to the safety and well-being of those involved.
“People always get lost and enamored about the aircraft,” Mitchell explained. A native of Lockney, Texas, and a graduate of Texas A&M, Mitchell is quick to shift the spotlight away from himself and the aircraft, instead highlighting the broader community that supports the A-10. “But the number one thing is the community that is dedicated to it.”
For Mitchell, the A-10 is not just a machine. It’s a symbol of camaraderie, a tool to defend and protect, and a centerpiece of a community bound by shared purpose and dedication. Standing next to the very first A-10 he flew, tail number 9154, Mitchell reflected on his long journey with the aircraft. His humor remained intact despite the passage of time and the wear of years spent in service.
“I’m old,” he said with a chuckle, recalling his search for some of the A-10s he had flown over the years. “I was trying to look for a couple of tails that I had my name on in the past, and I think they’re gone either to Moody AFB or the Boneyard, so here’s what it is.”
Mitchell’s reflections extend beyond the aircraft’s flight numbers and history. He shared a little-known piece of A-10 heritage, the unique artwork that adorns each of the 47th Pursuit Squadron’s aircraft. Dating back to World War II, these aircraft are emblazoned with characters from the “Dogpatch” cartoon series by Andy Capp, a tradition that the squadron continues to honor.
“The 47th Pursuit Squadron paid Andy Capp $1 for the copyright usage of his characters to put on all the airframes,” Mitchell shared, highlighting the deep historical roots that tie the squadron to the past. “Each airplane has its own character from the original Little Abner cartoons.”
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U.S. Air Force Reserve Citizen Airman Lt. Col. Timothy “Scream” Mitchell, an A-10 instructor pilot and flight commander with the 47th Fighter Squadron, looks on as he stands next to an A-10C Thunderbolt II at Davis-Monthan Air Force Base, Ariz., Aug. 22, 2024. (U.S. Air Force photo by Tech. Sgt. Tyler J. Bolken)
This rich tradition, combined with a sense of pride and duty, has been a cornerstone of Mitchell’s career since he first began flying the A-10 in January 2005. From those early days as a young lieutenant in the 47th Fighter Squadron to his current role as a seasoned commander and mentor, Mitchell’s journey has been defined by his commitment to not only the aircraft but also the people who operate and maintain it.
“Creating new fighter pilots and passing on the lessons learned—that’s our job,” Mitchell said, emphasizing the importance of mentorship within the A-10 community. “We are providers of fixing problems for people in a dynamic situation, and we’re very good at it.”
Col. Aaron “Nacho” Weedman, commander of the 924th Fighter Group, also expressed pride in Mitchell’s efforts. He highlighted the significance of Mitchell’s actions during that night flight and the profound impact of his leadership on the A-10 community.
“His actions while instructing a student during a sortie in which the student experienced a serious physiological incident saved the life of another pilot,” Weedman said. For Weedman, Mitchell’s recent safety award is not just a personal achievement but a reflection of the ethos that has guided the A-10 community for decades.
The citation for the award specifically notes Mitchell’s quick thinking during the March 2024 incident, as well as his broader contributions to the safety and training of A-10 pilots. But as Weedman pointed out, the recognition also speaks to the experience and maturity that AFRC Instructor pilot cadre like Mitchell bring to the mission of the A-10 Formal Training Unit.
“His actions that evening highlight the importance of experience and maturity that AFRC Instructor pilot cadre add to the mission of the A-10 FTU,” Weedman emphasized. “This experience is leveraged to strengthen the total force, producing combat-ready wingmen for the A-10 community.”
More than just an aircraft
For pilots like Mitchell and Vail, the A-10 is far more than just an aircraft. It symbolizes something much greater, a legacy of camaraderie, dedication to mission, and the enduring reputation of those who have flown it and those who have been saved by it.
Vail, now a certified instructor pilot himself, is keenly aware of the legacy he is inheriting. It is a legacy shaped by the seasoned pilots who came before him—pilots like Mitchell, who ensured the lessons of the past continue to guide the future.
“I love the A-10. I love the mission,” Vail shared. “But what makes it special is the people, the community of pilots who have dedicated themselves to this aircraft and what it stands for.”
As the A-10 gradually phases out of U.S. military service (with a potential future in a foreign air arm), its heritage will not fade away with its airframes. Instead, it will live on in the stories and experiences of those who flew it, those who maintained it, and those whose lives were saved by it. And in the center of that story will always be the men and women like Lt. Col. Timothy “Scream” Mitchell, whose actions ensured that every pilot returned home safely.
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A U.S. Air Force A-10C Thunderbolt II assigned to the 47th Fighter Squadron, Davis-Monthan Air Force Base, Arizona, flies over Range 2 during Haboob Havoc 2024, April 24, 2024, at Barry M. Goldwater Range, Arizona. (U.S. Air Force photo by Staff Sgt. Noah D. Coger)
About David Cenciotti
David Cenciotti is a journalist based in Rome, Italy. He is the Founder and Editor of “The Aviationist”, one of the world’s most famous and read military aviation blogs. Since 1996, he has written for major worldwide magazines, including Air Forces Monthly, Combat Aircraft, and many others, covering aviation, defense, war, industry, intelligence, crime and cyberwar. He has reported from the U.S., Europe, Australia and Syria, and flown several combat planes with different air forces. He is a former 2nd Lt. of the Italian Air Force, a private pilot and a graduate in Computer Engineering. He has written five books and contributed to many more ones.
@TheAviationist.com
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planckstorytime · 3 months ago
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Your Journey Ends: A Parting Retrospective on Dragon Age (Part Six)
VI. Apotheosis
At a glance, Dragon Age: Inquisition is deeply flawed. The open world, while wide and vibrant, lacks direction in its quest design, with no clear distinction between which quests are rewarding or interesting amid a sea of chores. Skipping the open world entirely, however, robs the player of vital character interactions, lore tidbits, atmosphere, and overall makes the game feel too brief. Thus, there is a problem of not knowing which quests are worth spending your time on, and how much. It doesn’t help that mounts are virtually useless for traversing these vast regions. The war table operations present interesting quests with compelling decision-making opportunities, but their timed nature stifles them, gutting their potential. Combat has shifted even more toward real-time action, and the tactical macros are more limited than ever. Even in the otherwise excellent main story, issues arise. Namely, the main villain loses all semblance of menace after the first encounter with him.
With all of that said, you might wonder why Dragon Age: Inquisition is my favorite game in the series, why it’s one of my favorite games of all time, why I’ve logged almost 500 hours in it across multiple playthroughs, and why it’s my main impetus for writing this essay. The answer is complicated, and has as much to do with my own state of mind at the time that it came out as it does with the game’s intrinsic qualities.
But first, I want to address some of the previous criticisms. Frankly, none of those things bothered me. Inquisition released in 2014, before the open world fatigue hit. Back then, only really big and prestigious titles had huge, lavishly detailed worlds to explore. It also came out a year before The Witcher 3: Wild Hunt (2015), which would set a higher standard for open world interactivity and immersive quest design. As such, playing Inquisition on release never felt subpar to me – the world was breathtaking, and it allowed you to delve into the realm of Thedas more substantially than ever. It offered a sense of freedom akin to The Elder Scrolls V: Skyrim (2011), but accompanied it with better writing and characterization. Since the standard of open world gameplay has raised substantially in the intervening years, Inquisition’s foray might not be as impressive to modern players, but it was so easy to get hooked on it at the time.
Combat, too, never irked me – though I also never cared too much for the combat in either Origins or DA2. I think there’s a satisfying flow to Inquisition’s battles that rewards both proper builds and real-time mechanical mastery. I know I’m in the minority, but I honestly like the emphasis on magical barriers, warrior guard generation, and rechargeable potions over healing spells and inventory stockpiling. Not to say the latter is bad, but I think the former works well with how Inquisition integrates its encounters into exploration. Plus, you can run as a knight-enchanter and cleave through enemies with a lightsaber.
But it’s in the aesthetic, artistic, and character departments that Inquisition truly shines. I think the series found its ideal tone here. It’s lighter, more hopeful than those of Origins and DA2, but not at the expense of nuance or maturity. After what I considered the overbearing edginess of the second installment – not to mention the suffocating grimness of Mass Effect 3 (2012) – Inquisition’s earnest and optimistic outlook appealed to me. I also think this is where the series’s art direction peaked. Origins presents a realistic, immersive world, but one that’s also drab and lacking in distinctness. DA2 went for a more stylized, exaggerated look to everything. Inquisition gravitates more toward the realistic proportions and shading of Origins, but spices up some of the designs to reflect the opulence of the Orlesian setting, as well as injecting much more color into the world. This, too, was a welcome sight in 2014, as we were finally escaping the curse of games at large looking gray, brown, and muddy. The diversity of Inquisition’s biomes also acted as a much needed reprieve from Dragon Age 2’s endless reiteration of the same dungeons.
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Inquisition boasts my favorite cast of the entire series. The player has twelve main disciples (not exactly subtle, in a game about faith), and all of them have unique silhouettes that set them apart, without anyone looking too over-the-top like Isabela or out-of-place like Fenris. Their personalities are just as distinct, and all loaded with hidden depth that can be teased out. Banter sessions are fantastically entertaining and often display conflicts of ideals that give the world texture (without ever making me question why these people are working together).
I never tallied up and compared the total number of choices between DA2 and Inquisition against each other, but I always felt like I had more influence over the story of the latter. The player can choose the race of their avatar again, with the addition of qunari added to the standard selection of human, elf, and dwarf. The mage/templar choice in the first act influences a variety of aspects going forward, including three pairs of mutually exclusive boss encounters, different sub-villains, and variations on the epilogue slides. The ending that decides who gets inducted as the new Divine and what policies they implement also depends on a medley of choices made throughout the game, rather than a single critical moment. You also get to choose who rules Orlais from a set of five options, the status of the Grey Wardens in Orlais, and even the fate of Hawke. Not to mention the judgments that the Inquisitor makes from their throne, where humbled and defeated NPCs face trial and punishment at the player’s mercy.
All this contributes to an awesome sense of power, in stark contrast to the previous game. Indeed, Inquisition’s illusion of power is intoxicating. There’s an inherent coolness in managing an entire organization, deploying troops and moving mountains at the player’s whim, and recruiting NPCs to populate your personal castle and serve your cause. Exploring the open world and seeing fortresses the Inquisition’s conquered, towns under its protection, or soldiers delivering you treasure out in the field – it all generates this palpable sense of authority that makes roleplaying as a (reluctant) messiah more real and gratifying. “Power” is such an important word for Inquisition that it’s literally used as a currency for the war table operations.
The other operative word is “faith.” In addition to its religious themes, which we’ll touch on soon, Inquisition seems to reward players’ faith for sticking with the series to this point – especially regarding how it carries over past decisions in interesting ways. We finally follow up on Morrigan and her potential child, as well as Alistair, Hawke, and tons of small, personally crafted references and cameos. More importantly, it answers some the major mysteries that the series has lingered on, assuring the audience that it is, in fact, going somewhere with its overarching story. We learn truths about red lyrium, Flemeth, the Blight, the enigmatic Titans, and the elusive Dread Wolf. Inquisition reinvigorated my interest in the lore of Dragon Age after I thought I had given up. In many ways, it felt like the sequel I wanted after Origins.
Beyond these appeals, faith and power both play critical roles in the game’s themes and the individual arcs of its major characters. And these concepts do not go uncriticized within the narrative itself.
Full article: https://planckstorytime.wordpress.com/2025/03/29/your-journey-ends-a-parting-retrospective-on-dragon-age/
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marointhemoon · 8 months ago
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Vigil
Joss Hayes can't move. A stun grenade will do that to you. And now he's at the mercy of a man who thinks he's trying to steal his job. Wonderful. 
Written for AI-Less Whumptober 2024, day 20 (Enemy/stranger to caretaker)
Characters: Malcolm Reed, J. Hayes
Length: 600 words
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Joss can't move. A stun grenade will do that to you. And now he's at the mercy of a man who thinks he's trying to steal his job.
Wonderful.
Looking at Reed, he can't fathom why that even is. The man's not stupid. Doesn't he realize he has enough on his plate with the MACOs?
Then again, the thought of a United Earth Military captain with three separate command positions has made Joss snort more than once. To be sure, he can imagine having that responsibility—if he was a fucking colonel. But a UEM soldier below that rank having that much responsibility? Unheard of. And yet here Reed is, shouldering it and acting like it's normal. Even as a major, Joss will go back to being an EMT before he accepts that amount of pressure. 
If only Reed could figure that out.
As it is, Joss stares at him as he keeps his vigil. This is one of the few times he's ever gotten to really look at him. Tense, lean muscle wires over Reed's small frame, frown lines set deep into his face. The man's no older than him—not even 40, for Christ's sake—but he carries himself with the fatigue of someone well into his fifties. Moreover, he seems... worn out. Worn thin. The dark circles attest to that, though Joss isn't dense enough to wonder why.
From where he lays, Reed looks thinner than usual, too. Something uncomfortable settles in Joss' gut. Has he been eating?
Knowing him, probably not well. Joss isn't stupid, either—he knows perfectly well that Reed is saddled with the almost single-handed responsibility of keeping some 110 people alive. Apart from his second- and third-in-command, he’s the ship's line of defense. Webster and Darnell are good kids: level-headed and generally competent, and fucking masterful at their respective specialties. But despite being junior-grade lieutenants, they are kids: Webster's barely older than Ensign Mayweather, and Darnell's maybe Ensign Sato's age. Reed works them hard, just as he does everyone else under him, but the three have come to be thick as thieves. He fights like hell for them; while they try to pay it back, it's clear enough who does most of the protecting.
Joss also knows perfectly well just how similar he and Reed are. They're both independent, hyper-competent, anal-retentive, and sitting near the top of their respective food chains. Everything else aside, it's no real wonder they've clashed so much.
There's also a certain insecurity to Reed, though. It was obvious from the first accusation of trying to take his position, and it's only become clearer since then. Archer's decisions have started to get less ethical and more risky, Reed keeps trying to isolate himself, and—not for fucking nothing—the detachment hasn't exactly been warm and fuzzy towards him or the Fleeters. True, they've all responded in kind, but that's hardly the point. It's not just in the field that Reed expects an enemy combatant around every corner. It's on Enterprise, too.
Yet, that insecure son of a bitch is watching over him as though he's anyone else on Enterprise. With the same stern determination he's probably carried the whole time, Reed has resolved to protect them all—MACO or Starfleet—with his life. Even if he misses out on a few meals or a few nights' sleep because of it.
When I can move again, Joss thinks, I'm going to return the favor. He has no intention of coddling Reed; he doubts he'd appreciate anything that smacks of it. But it's about time he had someone beside him.
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For the full list of prompts, go here!
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jintaka-hane · 1 year ago
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Weaknesses Pt. 1 (Mishanks)
Masterlist
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Pairing: Shanks x Mihawk Summary: After a fight, there appears to be something amiss with Mihawk, as he moves peculiarly, his neck slightly askew. Shanks, concerned for his adversary, will try to help him, though the task may be as difficult as trying to pet a wild cat. Word Count: 872 Notes: Part 1 of 2.
As their captain sparred once again with his most frequent adversary, the crew of the Red Force discreetly withdrew to another nearby shore, affording them space to showcase their combat prowess while shielding themselves from being caught in the crossfire.
The skill level of both combatants was evenly matched, leading to hours of relentless combat. Shanks wasn't physically tired, and if he had lasted so many hours, it was to relish the opportunity to observe his opponent in action – his graceful movements, the effortless evasion of blows, and the unleashing of shockwaves with his huge blade, which seemed an extension of his body.
It was a sight that held Shanks spellbound, occasionally lost in admiration for the finely honed arms, the figure framed by a meticulously embroidered coat in hues of purple and black that suited him so well. As their clashes brought them within mere inches of each other, Shanks found his breath catching at the proximity of that finely groomed beard and the delicate skin of his opponent's face. A smile would sometimes tug at Shanks' lips, amused by the effect his opponent had on him.
The same, however, could not be said for his rival, who approached each bout with a stoic and serious demeanor, as though his future hung in the balance with every strike.
No, Mihawk did not fight like Shanks. Though their skill levels may have been comparable, whereas Shanks fought with carefree abandon, Mihawk approached each battle as if his life depended on it.
In this fight, Shanks was beginning to feel tired, not physically, but mentally. Each battle was a demonstration of powers between the two, and his mind made him work hard to find a balance between winning but not killing. Humiliation was also not part of the silent agreement between them.
On this occasion, succumbing to mental fatigue, he decided to let himself be defeated. It was very difficult for him to do so without the swordsman realizing that he was doing it on purpose. If he did realize that, Shanks would lose his respect forever, so he had to do it carefully.
Mihawk, panting and sweating from the effort of wielding his sword for hours, mustered one final, decisive assault. With a firm grip on Yoru's hilt, he hurled his attack toward Shanks, who stood ready to parry. The shockwave caused by Yoru seemed to catch Shanks off guard, who, taking advantage of this last attack as an excuse, made one of his feet wobble and fall to the ground. Putting his hands on the sand to get up, he hadn't yet raised his head when he felt the edge of the sharpest steel in the seas graze his throat.
"Okay, Hawks, enough."
The pressure of the sword against his neck eased, allowing Shanks to rise and meet his opponent's gaze. Mihawk wore a satisfied smirk, though his breaths came in heavy gasps, evidence of the effort.
It worked, Shanks thought, relieved that Mihawk seemed oblivious to his strategy.
"You've been careless, that's unlike you."
"It’s possible… Hey, wanna take a break? How about grabbing a drink before you head out?’
“No... thank you.”
There always lingered a sense of hollow emptiness within Shanks whenever Mihawk vanished after their bouts. It had become routine, disappearing without a trace until who knew when.
His adversary...
Sometimes Shanks wasn't entirely sure what label to affix to the man with whom he engaged in frequent combat, yet never to the point of inflicting mortal wounds. Perhaps the deepest wounds inflicted by Mihawk were upon Shanks' heart.
It was something he tried not to dwell on too much, for he was a man of happiness and carefree spirit, but often the presence of the swordsman made his chest constrict and his mind cloud with thoughts of what might happen if, for a moment, Mihawk allowed him to draw closer.
But Shanks knew Mihawk to be a reserved, serious man, likely harboring no sentiment towards him, or perhaps towards anyone else for that matter. He was like a wild cat you couldn't tame, and perhaps it was precisely that untouchable quality that drew Shanks to him. The thought that he would never be his.
Just as after every fight, Mihawk simply turned on his heel and prepared to depart. But this time, something seemed different, something appeared amiss in the slender figure of the swordsman, slightly hunched forward. After a couple of steps, he halted, emitting a faint growl. He brought a hand to his right shoulder, massaging it lightly. Taking another step, he paused once more, under the attentive and worried gaze of Shanks.
“Hawks, what's wrong? Can't you walk? Did I mess you up?”
“It seems like I've done it to myself," he replied grumpily.
Avoiding eye contact, he attempted to sheathe Yoru, but upon making a slight movement with his arm to lift the sword, he winced in pain and once again let his shoulder rest, surrendering. He tried to continue his way, dragging Yoru, but it was evident that it caused him a great deal of pain, his face contorted in a grimace.
Shanks, witnessing the deplorable state of his adversary, approached him with concern.
"What's wrong? Please, let me see…”
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ghoulelegy · 2 years ago
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A Ghoul's Sick Day
Summary :You wake up one morning feeling rather ill.
Pairing: Copia x Sick Reader
Words: 2222
Contains:
Comfort Gender-Neutral Reader Fluff Cuddling
Read A Ghoul's Sick Day on AO3 - If you prefer that.
Edit: so I am dumb and I couldn't figure out for the life of me how Tumblr works but credit goes out to @ghostussy for a major source of inspiration when it came to writing this fic. Please show them your love too <3
Meant to publish this earlier because I wrote this a while ago but editing my work took a whileeeeee - thank you for your patience <3
The blaring alarm pierced the sanctuary of sleep, yanking you from dreams that seemed to slip away like smoke. Clutching your head, you squinted at the digital numbers on your phone, plugged in to the outlet next to your bed, which is laying on your bedside table, struggling to make sense of their meaning through the haze of fatigue. Your bedroom remained dimly lit, the remnants of night clinging to the edges of the curtains. You'd called it an early night, seeking refuge in your dorm after an exhausting day of work.
Yet, as you pushed yourself to sit up, a realization dawned like a cold shower. A wave of nausea and fatigue had descended upon you the previous evening, rendering the simplest tasks a struggle. Your bones ached as though they'd been beaten, and your head throbbed with each heartbeat.
Fumbling for your glasses on the nightstand, you slid them onto your face, expecting the world to come into focus. Instead, you were met with a blur, the edges of your vision smudged and unfocused. Even the soft light filtering through the curtains felt like a searing stab, forcing you to squint and shield your eyes.
You sighed, propping yourself against the pillows, your thoughts tangled in a web of concerns. The day ahead promised a demanding schedule—classes, music practice, dinner duty, and library work. Your mind raced, thoughts colliding like stormy waves in the vast sea of responsibilities. A pang of dread nestled itself in your chest, coiling like a serpent. The urge to retreat back under the covers was strong, but the echoes of expectations and commitments held you captive.
As you stood, the room swayed slightly, the ground beneath your feet feeling more like a ship's deck in a storm. Each step required a conscious effort, as if gravity itself had conspired against you. With painstaking determination, you moved towards the bathroom mirror. A face stared back at you, the reflection drawn and weary. Dark circles marred the skin beneath your eyes, despite the early bedtime you put yourself through the day before.
A mental checklist formed, a reminder of all the tasks that lay ahead. But first, you needed to combat this relentless headache. You reached for the painkillers, hoping they'd provide a brief respite from the throbbing torment. The duo of pills slipped down your throat, followed by a quick gulp of water from your bottle - a bitter reminder of your body's protest against its own demands.
In your university attire - an oversized hoodie, worn black jeans, sneakers—you slung your backpack over your shoulder. The weight felt heavier today, each strap a reminder of the commitments you had to fulfill. You pushed open the door of your dorm, stepping into the common area of the ghouls, your fellow dorm mates. Laughter echoed, a stark contrast to the turmoil within you.
The hallway beckoned, a corridor of decisions and responsibilities. Yet, fate had its own plans, for as you turned the corner, you collided with none other than Copia, the enigmatic lead singer of the Ghost Project – and its frontman.
"Morning, Papa, I'm off for the day," you greeted him, though the words wavered slightly.
His dark eyes, framed by his unique presence, scanned you with concern. "Mio Dolce," he responded, his voice holding a touch of warmth and inquiry. "Sathanas, you don't look too good."
You smiled, the expression an attempt to reassure both him and you "I'm fine, papa," you claimed, though even behind the glasses, he could likely sense the discomfort that painted your features.
His eyebrow arched, skepticism lacing his gaze. "You sure about that?"
"Of course," you replied, your conviction wavering as his gaze held steady.
In the midst of your exchange, a notification chimed on your phone. The class you dreaded facing had been cancelled, granting you a temporary reprieve. Copia's lips curved into a faint smile. "Good. You can go rest. You seem like you need it."
You hesitated, your fingers toying with the strap of your backpack. Guilt whispered in your ear, reminding you of all that remained to be done. Yet, Copia's concern was genuine, his insight piercing through the facade you'd built.
“No, no, it’s okay, I’ll get some work done since I’m up I suppose”
His voice held a note of finality. "Try again. You don't look good."
This time, you nodded, surrendering to the truth you'd been reluctant to admit even to yourself. The unspoken weight of expectations, both your own and those of others, settled heavily on your shoulders.
"Fine" you replied.
"Good. Feel better soon, mio dolce"
"Thanks, Papa"
You head back to your room, and collapse on your bed. You haven’t bothered making it this morning. A wave of nausea enthralls your entire body once again, forcing you to bury your head into your soft pillow in an attempt to quench the sickness.
Your thoughts whirl, you feel guilty for resting. You just can't get your head to shut up. You were still rather new to the ministry, and rather terrified of disappointing any of the staff members, especially since they took you in. You see them as family.
"Ah fuck this shit. I'm fine" you talk to yourself, a habit you’ve picked up as a child and carried into your older years. You forcibly prop yourself up again and head off to the library to get some work done, and to return a book you had borrowed the week before – a book on mushroom spotting and fungi. Your head still throbs, but the painkillers eased the pain slightly.
As you approach the library, you’re struck with the sudden remembrance of a commitment - you need to do some sorting and book counting, an assignment given to you by the head librarian the day before. As a university student, you often found yourself curled up in the library researching on whatever topic intrigues you, or strange information that is needed for your coursework. The library at the ministry was quite smaller than the one on the University Campus, but it had some works that were a rarity, it was also much quieter, allowing you to focus more. The head librarian was none other than Sister Claire – one of the older Siblings. She’d allowed you to sometimes work as an assistant librarian when you weren’t too busy. It was nice work, flexible and allowed you to get some extra pocket money. She assigned you to finish stacking some books while she wasn’t there, she was gone for a couple of days. Trip or something.
A couple of hours of you stacking and organising books goes by. You notice more nausea every time you get up from a kneeling position and vice versa. You don't care.
As the early afternoon sun filtered through the windows, your fingers finally set the last book in place on the shelf. Despite the sense of accomplishment, weariness weighed heavily on your bones. Your head throbbed in an unrelenting rhythm, each pulse a reminder of your body's protests. The lyrics of 'Square Hammer' seemed to echo in your mind, a fitting soundtrack to your pounding headache. With a resigned sigh, you recognized that the painkillers had lost their battle against the relentless ache. You pressed a hand to your temple, a feeble attempt to quell the growing nausea that threatened to engulf you."
You open the door out of the library when you come face to face with Copia once more.
"What are you doing here, Mio Caro? Weren't you supposed to be resting?"
"Oh..uh I had to return a book" *it was technically the truth*
"Were you working here all morning?"
"No"
"I came in the ghouls' common room to check in on you just now. You weren't in your room. Swiss told me you were out for most of the morning" he sighs, as he places his thumb and index finger on his forehead.
"Please...rest" Copia continues "you look like you're going to collapse."
"What--no I'm not. You don't need to worry" *a wave of dizziness and nausea hit you right as you say that*
"You're taking the rest of the day off. That is an order" Copia says, a hint of sternness in his voice.
"...fine.."
"I'll call Sister to tell her that you're unwell, and you can spend the rest of the day with me. Resting.
"Y-you don't have to do that" you shuffle out those words, feeling guilty for taking up space.
"Nonsense, Tesoro."
He took you to your room, waiting for you outside your bathroom while you change into your fluffy pyjamas. You walk outside into your dorm, surprised to see him holding a one-metre-long stuffed shark in his arms.
"This is your favourite plushie right?" He asks, his eyes gently gliding over yours.
"Yeah. How did you know?" You let out a chuckle, before losing focus due to yet another wave of vertigo hitting you.
"You told me, Caro."
"Did I?" You choke out, surprised he remembers these little details about you.
"You remembered"
"Of course, I did, Caro. I care about you, you're one of our ghouls."
He leads you to his chambers, holding your arm in case you collapse, while you're holding your Blåhaj in your other arm.
"You don't think I'm weird or childish?" You ask.
"Nonsense. If it brings you comfort and you're not hurting anyone or yourself, why should I think you're weird?" he chuckles as he leads you in his chambers.
Immediately you were struck by the cocooning feeling of comfort, a gentle light dancing from the window onto the bed. There was a television facing the bed, next to the door you had just entered from. You notice yourself holding in a bit of a giggle as you notice Copia’s beloved tricycle.
"Bed or couch? What do you prefer?" He inquired.
"Umm.."
"Bed it is, it's more comfortable. Trust me on this, Caro"
He gently leads you on the king-sized bed, propping your head up with soft pillows and ploughing a blanket on top of you. You snuggle into a fetal position, holding your stuffed shark. He brings you a glass of water and some more painkillers.
Upon you taking the water and medicine you drop your Blåhaj.
"Nooo! Sharky!" you whine, grabby hands towards the shark.
"You named it Sharky? That's cute" he speaks, as he picks up the shark and gives it back to you.
"Do you want to watch a movie? Maybe something that brings you comfort?"
"Sure?"
He lets you pick a DVD of your choosing, before propping it into the DVD player. You pick your childhood favourite.
"Our technology is a bit ancient here" he chuckles "sorry about that”.
"It's fine, papa" you smile. In all honesty it brings you comfort and nostalgia for your childhood days, when your mother used to leave you at your grandparents when you were ill.
Papa takes a seat next to you, laptop on him, typing next to you, while you watch the movie. Every once in a while he'd ask if you're feeling okay still.
Halfway through the movie you feel your eyelids getting heavy. Copia takes away his laptop and removes your glasses.
"Shhh it's okay, rest."
"Mmmm" you find yourself snuggling into Copia for warmth, before waking up. "Oh shit sorry Papa" you say, a wave of embarrassment further reddening your already flushed face.
"It's alright, Caro, you can snuggle with me all you want" he says as you rest your head on his shoulder “bring it in”.
Copia's touch was a symphony of reassurance, his fingers gliding with feather-light grace over your skin. As his arm curved around your shoulders, his palm settled gently against your upper arm, creating a cocoon of security. You could feel the warmth of his touch seeping into your bones, a soothing balm that eased the ache that had settled there.
His thumb brushed against the fabric of your pyjamas, a delicate, almost absentminded gesture that sent ripples of comfort through your senses. With a tender grace, his fingers traced gentle patterns, a silent lullaby against the canvas of your arm. The pad of his thumb brushed over your skin in languid strokes, creating a hypnotic rhythm that synced with the steady beat of your heart.
As the Blåhaj plushie nestled between you, Copia's touch remained a constant, grounding force. His fingertips brushed against the curve of your shoulder, a gesture that held both tenderness and protection. It was a touch that defied words, offering solace and support in its simplicity.
With every inhalation, his chest rose and fell against your head, the sensation a soothing cadence that lulled you into a sense of calm. His arm around you created a haven—a space where vulnerability was not met with judgment.
"You'll feel better in no time" Copia whispered to you gently, his tone taking an almost fatherly whisper.
As the room bathed in the soft glow of lamplight, the tactile connection between you and Copia transcended the physical. It was an exchange of comfort, of trust, of emotions that words could scarcely capture. And within the cradle of his embrace, you found a haven of acceptance, where the language of touch spoke louder than any explanation ever could. You found yourself drifting into sleep once more.
“Good night, ti amo.”
~ Fin ~
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veiled-lil-lamb · 3 months ago
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How It Started
(Lore drop on how she met Hound.)
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The air was thick with jet fuel and the scent of damp earth when Maeve Varron stepped off the transport. The tarmac stretched before her in the dim morning light, damp from the night's rain, the horizon tinged with the dull gray of overcast skies.
She adjusted the strap of her rucksack, its weight pressing into her shoulder, and took in the unfamiliar surroundings: hangars, barracks, watchtowers, all arranged in precise, functional order.
This was no ordinary base.
The Task Force 777 Forward Operating Site was a world away from where she'd come from. The men and women moving through its gates carried themselves differently. Alert, efficient, sharper than any standard unit she’d seen. It was a place of ghosts and shadows, a proving ground for those who operated in the thin space between intelligence and warfare.
Her uniform still had that fresh-issue stiffness to it, her boots barely broken in. She had trained for this, fought for this, but? Standing there now, she felt small. Not weak. Just untested.
A bit later...
A corporal checked her orders, barely sparing her a glance before gesturing her through. "New intake’s over there," he muttered, pointing toward a group of similarly green recruits by the admin building. Maeve nodded, squared her shoulders, and walked forward.
The first thing she noticed was that everyone here already seemed to know the score. Even the recruits had that lean, wired look; people who had been through things, who had more than just training under their belt. She tried to suppress the prickle of self-consciousness creeping up her spine.
This was where she would either rise or break.
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She first saw him during the evaluation drills.
They had been at it for hours. Stress tests, endurance trials, quick-decision combat scenarios. All meant to see who was worth keeping. Maeve was holding her own, but she wasn’t exceptional. Not yet.
Then he stepped into the training bay.
A man built like something carved from stone, but with an ease to his movements that made him seem untouchable. No wasted energy, no unnecessary motions. Just sharp, calculated efficiency. His presence alone was enough to shift the air in the room.
"That’s Hound," someone murmured nearby.
Maeve didn’t look away. She didn't need to be told twice.
She had heard of him. A legend among those who operated in the deep shadows of intelligence warfare. Former special operations, now one of the senior field leaders in Task Force 777. A man whose instincts were razor-sharp, who could dismantle an opponent before they even knew they were being played.
And then his eyes landed on her.
A flicker of something unreadable, assessing, calculating. Then, just as quickly, disinterest.
She felt her stomach tighten. Bad first impressions, already?
For the rest of the exercise, she pushed herself harder, forcing down fatigue, ignoring the burn in her muscles. Maybe he noticed. Maybe he didn’t. But when she glanced back once more, he was gone.
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Two weeks into training, she was called to the briefing room.
She had spent the morning on the range, and the scent of cordite still clung to her sleeves as she stepped inside, standing at attention.
Hound was already there, along with a handful of senior officers. He leaned against the edge of the table, arms crossed, expression unreadable. When the briefing officer approached her and spoke, his voice was clipped, impersonal.
"Assignments are being finalized. Varron, you're going to Hound."
A beat of silence.
Maeve blinked, unable to stop the slight hitch in her breath. She wasn’t the only one surprised. She caught the glance exchanged between two of the other recruits from the same batch as her. Being assigned to Hound was… different. His team wasn’t for standard initiates. And deep down, doubt started to form. Was she cut out for his team? Could she do this?
Her pulse kicked up, anticipation bubbling underneath. But despite that, she tried to maintain a calm façade, to show she was unrattled. "Understood," she said, keeping her voice even.
Hound didn’t react. As soon as the briefing officer approached another recruit, he pushed himself off the table, studying her with the same sharp, assessing look he had given her back in the training bay.
"You follow orders?" he asked.
"Yes, sir."
"Quick learner?"
"I try to be."
He exhaled through his nose, something like a scoff. Whether it was amusement or skepticism, she couldn’t tell.
"You’ll need to be."
And with that, he turned and walked out, not bothering to look back once or twice.
Maeve didn’t move, even as the others around her started shifting, exchanging glances at her. Waiting, expecting. Hound had given her no reassurance, no approval. Only the expectation that she would either keep up, or she wouldn’t.
Maeve swallowed her nervousness down, squared her shoulders, and quickly ran after Hound to follow him.
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lipinnzyeb · 2 months ago
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Filler for Tired Eyes: Revitalize Your Look Instantly
Introduction
In today’s fast-paced world, where sleep deprivation and stress can take a toll on our physical appearance, the quest for youthful, vibrant eyes is more relevant than ever. One Visit this page of the most effective solutions that have gained popularity in recent years is under-eye filler treatments. This article delves into the nuances of using fillers for tired eyes, exploring their benefits, procedures, and results. By the end of this comprehensive guide, you will understand how fillers can help rejuvenate your look instantly.
Filler for Tired Eyes: Revitalize Your Look Instantly
When we talk about revitalizing tired eyes, one of the first solutions that come to mind is under eye filler. The delicate skin around our eyes is often the first area to show signs of aging, fatigue, and stress. With advancements in dermal filler technology, we now have access to various Visit this link options that can effectively combat these issues.
What Is Under Eye Filler?
Under eye filler refers to a cosmetic procedure that involves injecting hyaluronic acid or other substances into the skin beneath the eyes. This treatment aims to restore volume, reduce dark circles, and diminish fine lines. It’s an excellent option for those seeking non-surgical solutions to improve their appearance.
Dr. Lanna Aesthetics in New York filler for dark circles and tired eyes The Science Behind Under Eye Fillers
The primary ingredient in many under-eye fillers is hyaluronic acid—a naturally occurring substance in our bodies responsible for retaining moisture and providing volume Under Eye Filler to our skin. When injected into the tear trough area, it helps fill hollows and smooth out wrinkles.
Benefits of Using Filler for Tired Eyes Instant Results: Unlike traditional skincare methods that may take weeks to show results, under-eye fillers provide immediate improvement. Non-Surgical: Many people prefer non-invasive options over surgery due to lower risks and shorter recovery times. Customizable: Practitioners can tailor the amount and type of filler used based on individual needs. Long-Lasting Effects: Depending on the type used, results can last anywhere from six months to two years. Minimal Downtime: Most patients return to their daily activities shortly after treatment. Types of Under Eye Fillers
Understanding the types of fillers available can help you make an informed decision:
Hyaluronic Acid Fillers
These are among the most popular options due to their natural compatibility with our body. Products like Restylane and Juvederm are commonly used.
Calcium Hydroxylapatite Fillers
This type offers a thicker consistency and longer-lasting effects but may require more skill during injection.
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Poly-L-lactic Acid Fillers
These stimulate collagen production over time but are typically used for deeper lines rather than under-eye areas.
Who Can Get Under Eye Filler?
While many people are candidates for this treatment, certain factors should be considered:
Individuals with significant puffiness or bags might not be ideal candidates. Those who have allergies or specific medical conditions should con
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frostfall-matches · 2 months ago
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@mysteriawrites : [ profile and match ready ]
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✧ Profile - BNHA
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— Story
Quirks can develop before the age of four, and it was a little while after your third birthday that your Quirk developed. You and your friends loved pretending that you were magical girls, and you guys always came up with whimsical but action-packed plots to enact on the playground. It was one seemingly normal afternoon that you met up with your friends, and in the midst of you acting out your magical girl transformation you erupted into shimmering, glowing orbs! It was brief, barely even a few seconds, but you and your friends stood in stunned silence for a few long moments before erupting into excited chattering about your newfound ability.
As you got older, becoming a pro hero was an idea you frequently tossed around, but at the same time you also weren’t certain if that’s what you really wanted to do with your life.
One of your parents was a sidekick to a pro hero, while the other held a more normal job. This allowed you to see what life was like for someone involved in the hero community, and for someone who lived their life as a normal civilian. Both lifestyles appealed to you - on the one hand, you felt drawn to the idea of helping people and contributing to a safer society; on the other, a non-hero career felt less stressful and burdensome. Your parents didn’t really push you in one direction or the other, allowing you full freedom to pursue what you wanted, something you appreciated (though sometimes you couldn’t help but wish they would share their preferences in the event it might help you make a decision).
Eventually, you decided that you may as well give it a shot.
While you knew the life of a pro hero wasn’t easy with the sheer amount of responsibility, training, and hard work, you were willing to deal with all of that in order to have a fulfilling career and life. Besides, you figured if you really couldn’t handle the stress, you could always take a step back and help in a more limited capacity. You knew that your ability could be very useful in terms of reconnaissance and navigating difficult terrain, which meant that being a support hero could easily be up your alley. However, you also discovered that your Quirk could also be used in combat, albeit limited (until you could hone your abilities, perhaps). You knew you had potential, and you were more than willing to learn what you were capable of and push your limits - so you decided to set your sights high and try to get into U.A. first, with other hero schools as your backups.
You successfully managed to pass the exams to get into U.A. High, landing in class 1B.
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— Abilities
Quirk -> Light phase.
A transformation type Quirk. You are able to transform yourself into shimmering little orbs of light and move around telekinetically. As a result, you are able to squeeze through tight passages or float around to difficult-to-reach areas. In addition to this, these balls of light you transform into can spark and burn, harming your opponents as you pass by or wrap around them.
Training and advancing your Quirk allows you to transform specific parts of your body while other parts remain whole and solid. Funnily enough, it’s easier for you to transform your whole body instead of individual body parts - the latter requires much more control and concentration, and you can only move the transformed portions so far away from your main body.
Over-use of your Quirk results in overall body fatigue and malaise for mild cases of exertion (which often triggers your abdominal migraines), and/or temporary-to-permanent nerve tingling and damage. There is a limit as to how long you can keep your Quirk active at one time, and you do need a bit of time to recover from longer stints.
You are hoping to graduate from U.A. High and become the glimmering hero, Lumina!
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— Equipment
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Given your Quirk is light-based, gold just seems thematically appropriate. It’s flashy, but the black fabric contributes to a sleek, bold look. The hood adds a bit of mystery, and the layers and draping fabric gives it a whimsical flair.
Much like Mirio’s, your hero outfit needs specific customizations in order for it to be compatible with your Quirk so you don’t just lose your clothes every time you transform. When you use your Quirk in normal clothing, you just make sure to move back into your clothing before transforming back - of course, this isn’t really an issue once you’re able to transform portions of your body.
While you can do damage with your Quirk, your hero equipment includes two identical daggers in case you need to use a weapon up close, which can be handy if you’re trying to avoid overusing your powers.
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— Affiliation
U.A. High (student), Japan’s Hero Commission (pro hero)
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Your match is…
✧ Shinso Hitoshi
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-> [ You first properly encountered Shinso during the U.A. sports festival. ] More specifically, you met him just before the cavalry battle, when everyone was scrambling for group members. The two of you accidentally bumped into each other, but you were off on your way with an apologetic nod of your head as you beelined towards some of your classmates. Unfortunately, you didn’t make it to the final tournament one-on-one matches, but that just meant you could focus on watching everyone else’s matches instead of worrying about your own. Shinso’s one-on-one with Izuku definitely caught your eye, considering the lack of flashy Quirks or physical combat from the purple-haired boy.
It was some time after that, when Aizawa started overseeing his training, that you started seeing more of him. He’d get to train with both 1A and 1B at times; whenever he joined your class for any training exercises, the two of you seemed to naturally gravitate towards each other during breaks, likely due to your more quiet demeanors.
-> [ While Shinso is often misunderstood, you naturally look past what others judge him for. ] One of the first things you noticed about him was that he was very guarded, despite the fact that he was generally willing to chat and could hold a conversation quite well. He just seemed to hold part of himself back; you figured he was wary about baring his vulnerabilities. You started figuring out his hangups when he had his match with Izuku - he was a bit jaded, a bit envious - and he does eventually open up to you about how his classmates were often uneasy around him due to the nature of his Quirk. You definitely feel for him, and you can’t help but want better for him.
-> [ Both of you really bloom when comfortable. ] It’s a gradual process for each of you given that you’re both rather introverted, but it certainly helps that he can be surprisingly chatty (even though he insists that he’s not interested in making friends) and you often find yourself reciprocating rather easily. Neither of you pressure the other into opening up before you’re ready. His guardedness slowly melts away, as does your hesitance and shyness - and soon enough, the two of you are trading dry quips and sarcastic comments. He definitely seems the type to lean into dark humor at times.
-> [ You’re ecstatic when Shinso gets to join Class B starting in your second year! ] Not that it was very difficult in the first place for the two of you to see each other, with you being in the hero course and him being in general studies, but it’s so much more convenient when the two of you are in the same class every day. Besides, this secures you a consistent training partner when you guys have open practice sessions during class (though you’ll probably have to fight Monoma for him sometimes).
-> [ Shinso’s romantic feelings for you develop gradually over time, and he doesn’t realize them right away. ] Despite the fact that he tends to be a loner, he wants to be in your presence as much as possible and often thinks of you when the two of you are apart (especially if he sees something that reminds him of you). He realizes his feelings all of a sudden one day when you two are grabbing something sweet at a café. Your cheeks are stuffed full with a sugary pastry and he makes some joke - he sees your eyes narrow in mirth as you try to stifle your laugh, a hand over your mouth because you know you look ridiculous - and he realizes right then that he wants to always have moments like these with you. Happy moments filled with laughter and joy and love.
But he doesn’t tell you that day. No, he basks in the realization of his feelings for a while, putting together just how long he felt something for you. And as he does so, the urge to confess his feelings to you grows stronger. The main issue is that he tends to overthink things. He has no idea how to confess, and he comes up with and shoots down so many ways he could potentially declare his feelings. Eventually, he works up the nerve when the two of you are hanging out in your dorm room playing video games together; you’re both relaxed (well, you’re relaxed, and his hands have been sweating since he decided he was going to shoot his shot), having fun, and shit, this confession might just ruin the whole evening if you don’t feel the same, but–
Shinso forces the words out of his mouth when you’re taking a brief break, your hands reaching towards some of the snacks the two of you got for the evening. A simple “hey, I really like you” - and the relief he feels is indescribable when your eyes light up and a shy smile appears on your face and you tell him that you like him, too.
-> [ You can’t help but fuss over his eyebags and the dark circles beneath his eyes. ] Shinso just looks chronically exhausted, and while you do come to terms with the fact that maybe he just looks like that now, you also make it a point to make sure he’s getting enough rest. And Shinso… actually really likes when you fuss over him. He’s perfectly capable of taking care of himself, but you so obviously caring for him makes a sickeningly sweet warmth bloom in his chest.
-> [ Shinso absolutely adores your cat. ] In your UA days, you’re probably not allowed to have it in the dorms (unless you happen to sneak it in for a weekend or something), but he will form an emotional attachment to it through the pictures you show him alone. Once he gets the chance to meet it, he will do his absolute best to befriend it - purely at the cat’s pace, of course. Thankfully, he’s good with cats, and they tend to like his calm, relaxed demeanor. You’ll often find him lounging on the couch or the bed with the cat snuggled up nearby.
-> [ He genuinely doesn’t mind the way you pace, sing, or talk to yourself. ] Honestly, he kind of likes the way that you fill the space with yourself and your voice, especially when the two of you start living together in the future. It keeps your shared space lively in a very comfortable, endearing way.
-> [ You can totally get him to take all the personality tests you want. ] Doesn’t matter how serious or lengthy they are (though he might mildly complain with a “seriously - this is going to take me 15 minutes?” for any particularly lengthy ones); doesn’t matter how silly or serious they are, either. It’s fun for both of you to see what you end up typed as, considering both of you have a fair amount of similarities with a number of key differences.
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✧ Relationship with…
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— Todoroki Shoto -> One of your closest friends at U.A. and a potential “could have been” in the relationship department. You initially didn’t interact with him much, until the dorms were implemented and everyone was stuck on campus - you two started running into each other a lot at the training grounds and library. Despite his aloof exterior, you find Shoto to be really funny (even if he is very often unintentionally funny) and you two get along really well. Interactions with him are really low-pressure. You enjoy getting him into different anime and manga if you both have the time.
— Komori Kinoko -> Your closest female friend in your class. Komori was a little shy at first, but she very quickly warmed up to you - you were a little taken aback! She adores how sweet and helpful you are, and you always seem happy to listen to all these little mushroom fun facts she has. The girl has a ton of energy and loves going out to do things with you, but you definitely do make it a point to secure some alone time to recover after hangouts with her. Komori would absolutely be down to do anything like D&D with you, and she’s really good at wrangling other friends in and getting sessions scheduled.
— Monoma Neito -> Someone you have a bit of a love-hate relationship with. Monoma frustrates you to no end sometimes because he’s so inflammatory for - in your opinion - no good reason at all. His snide, biting remarks have never been directed towards you, thankfully, but you can’t help but get a bit irritated when he starts bashing Class A, especially considering you have friends in there. You can get a little protective of them! But, despite everything, Monoma isn’t a bad person; he’s hardworking and a good ally to have, and you’re mature enough to realize that.
— Edgeshot -> Your work study mentor. Your Quirk is rather similar to his, in a sense, given that you’re both able to transform your bodies into something that allows you to pass through tight spaces that normally no one could pass through, as well as being able to use your transformed bodies as weapons. He has a lot of insight and advice for you, which you find helpful. Amusingly, he has become rather sentimental and protective of you, almost becoming something like a “work dad” while he oversees your work study trajectory. While you can be a bit nervous and insecure at times, he’s certain that you’ll become an amazing hero in the future.
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hhmglobal · 2 months ago
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Struggling With Eye Strain While Driving or in Bright Sun? Anti Glare Sunglasses Could Be the Fix
Driving demands constant attention and clear vision, making it essential to address factors that can impair eyesight. Bright sunlight, reflective surfaces, and long drives can leave your eyes feeling tired and strained. Anti glare sunglasses can make a real difference by filtering out harsh light and reducing visual discomfort. NoIR Insight offers a range of glare-reducing sunglasses designed to improve clarity and comfort, especially for those who spend a lot of time on the road. Understanding how to mitigate these effects is crucial for anyone who spends significant time driving.
Understanding the impact of glare on driving
Glare occurs when bright light reflects off surfaces like roads or car hoods, creating visual discomfort and reducing clarity. This can obscure important visual cues such as traffic signals and road signs, making it difficult to focus. The strain caused by glare not only affects your vision but also demands extra cognitive effort, leading to fatigue during long drives.
To combat these challenges, many drivers turn to specialized eyewear designed to reduce glare. Anti glare sunglasses, for instance, filter out harsh light, helping maintain visual acuity and comfort. By reducing the intensity of bright lights, these glasses enable drivers to see more clearly and react more quickly to changes in their environment.
Weather conditions can significantly amplify glare-related challenges. During sunrise and sunset, when the sun sits low on the horizon, drivers face particularly intense glare that can temporarily blind them. Rain and snow further compound these issues by creating multiple reflective surfaces that scatter light in unpredictable ways. Understanding these environmental factors helps drivers anticipate and prepare for challenging visibility conditions, making it crucial to have appropriate glare protection like glare reduction glasses readily available.
Healthcare insights for improved vision
Protecting eyesight from harsh lighting conditions is crucial. Regular eye check-ups and the use of protective eyewear like glare reducing glasses are recommended as preventive measures against glare-related issues. Advances in lens technology have led to the development of solutions that enhance contrast and reduce reflections, ensuring clearer vision.
Educational initiatives also play a role in informing drivers about strategies to reduce eye strain. By staying informed about the latest developments in eye care, drivers can make informed decisions about protecting their vision while on the road. This proactive approach is essential for maintaining safety and comfort during long journeys.
Research has shown that prolonged exposure to intense glare can contribute to various eye conditions, including temporary vision spots and increased risk of eye strain-related headaches. Healthcare professionals recommend implementing the “20-20-20 rule” during long drives – taking a 20-second break every 20 minutes to look at something 20 feet away. This simple practice, combined with proper eye protection and glasses for glare reduction, can significantly reduce the cumulative effects of eye strain during extended periods behind the wheel.
Benefits of anti glare sunglasses
Anti glare sunglasses are an effective tool for reducing visual discomfort caused by bright lights. These glasses for glare feature special coatings that minimize reflections from surfaces like water or glass, providing immediate relief. Their lenses are designed to enhance contrast and clarity by filtering out specific wavelengths of light that contribute to glare.
For drivers who spend extensive hours on the road, investing in high-quality glare-reducing eyewear can significantly improve comfort and safety. By protecting against immediate discomfort and reducing cumulative exposure to harmful light, these sunglasses contribute to long-term eye health.
Promoting safer travel through informed choices
Integrating healthcare insights into driving practices has significant implications for promoting safer travel. By understanding the impact of glare on vision and utilizing tools like anti glare sunglasses, drivers can mitigate risks associated with impaired visibility. Educating oneself about optimal ways to protect eyes is a crucial step towards achieving enhanced visual clarity on the road.
Taking proactive measures, such as regular visits to an optometrist and investing in specialized eyewear, ensures both safety and comfort. As advancements in eye care continue, ensuring better protection through targeted interventions becomes increasingly achievable.
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cynicalone94 · 3 months ago
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Murder and Lies
Pre Series Alternate Universe
When Jay makes the decision to speak out about what Elliot Knox did, the man moves to cut him off at the pass.
Read on AO3 here or below the cut.
@whumpril
Knox covered it up.
Jay doesn’t know how but the man had managed to twist everything up so that nobody would realized that he’d slipped off base and exacted vengeance for the murder of their friend.
For Rudy Lopez.
He shouldn’t have died and the way that it had happened, sending a little kid with a bomb under his clothes, was messed up.
But so was what Knox had done.
There had been kids in that house, kids and innocent men and women who’d had nothing to do with what had happened.
And he’d killed them all so he wouldn’t be caught.
He doesn’t want to turn him in.
Knox is like his brother. They’ve served together a long time, had each other’s backs in hellish situations.
He’s trusted Knox with his life.
He doesn’t trust him anymore.
And that sucks.
Sucks that Knox has put him in this situation.
He’s going to go to the Commander when they get back from patrol.
He doesn’t want to deal with what happens afterwards but he’s not sure he can deal with staying silent.
They pile out of the humvee, moving through the area on foot in search of anyone hiding out in these foothills.
There are ruins of some temple here that have been known to attract unsavory sorts and they have to go through at least once every few weeks to clear them out.
“Ricky.”
He turns to see Knox over by a wall, waving him over and sighs.
He makes his way over, trying not to look directly at the man.
Who promptly trips him.
Before he can even try to get up, there’s a knee pressing into his lower back and a hand over his mouth applying bruising pressure.
A gun pressed against the back of his head forestalls his instinct to fight back.
There’s too many hands for this to be just Knox, especially as someone turns off his radio, unhooking it from his vest.
He’s allowed partially upright, settling on his knees as they continue to strip away his gear.
The gun never wavers from the back of his head and another man, a local, is standing across from him with another one pointed at him.
The hand is still pressed over his mouth.
“Sector one, all clear.” Knox’s radio chirps.
Similar calls follow.
“Shit.” Knox mutters. “You guys need to hurry. Got about five minutes before they realize he’s missing.”
“We’ll be gone.” One of the locals says.
Knox nods and then he’s gone.
His gear is left in a jumbled heap on the ground and he’s pulled away from the ruins, deeper into the hills.
Knox set him up.
Knox knew that he would decide to tell someone what had happened and had made arrangements for him to be taken out before he could.
A sniper could easily have shot him in the head from a distance while they were working.
Knox himself could have rigged a bomb and left it for him to trip.
There are a dozen ways they could have killed him and had it written off as an unfortunate combat loss.
But they’ve gone to great lengths to take him alive.
Why?
What do these men want from him in exchange for keeping Knox from facing the consequences of his actions?
What are they willing to do in order to get what they want?
Once they’ve gotten away from the ruins, they slow to a stop.
His hands are secured roughly behind his back and a dark, thick bag is pulled over his head.
Shit.
He’s in a cave.
He can tell from the smell, the airflow, and the feel of the ground beneath his knees.
It’s cold.
It’s the hottest part of the year out here and an hour ago he’d been sweating through his fatigues under the sweltering weight of his body armor.
Now that sweat is just adding to the chill that’s sinking into his bones.
They must be pretty far underground.
Nobody has spoken to him yet but he can hear them talking around him.
He speaks some Farsi, more than some at this point, but he’s struggling to pick out more than a couple of words as fast as they’re talking.
Its enough to know that’s he’s in trouble.
The bag is ripped off his head but it doesn’t improve his vision much.
There’s a few small lamps in the corners of the cavern but no natural light.
“What – what do you want?” he asks.
“Just doing a favor for a friend.” the man standing in front of him says.
“Keeping me here?” Jay says. “He needed me out of the way but there’s no reason for him to want you to keep me alive. If he was paying you or you just owed him a favor then I would be dead right now. So what do you want?”
The man tilts his head.
“Clever American.” he says with a smirk. “Though I suppose the next step won’t come so easily.”
“What. do you. want?” Jay growls.
“Information.” the man says. “Your team is looking for a target of high value interest. We want to know. what you know.”
Jay laughs.
“I don’t know anything.” he says. “I’m a grunt, good for nothing more than pointing and shooting. I’m not involved in the process of intel gathering.”
“Yes but we both know that Ranger teams are tight knit units.” the man taunts. “With implicit trust. Surely you know more than you say.”
Trust.
All trust has gotten him is here.
Held captive, restrained and at gunpoint in a dark cavern.
“You’re mistaken.”
“There is another.” the man says, turning away from him. “Specialist Gerwitz? Isn’t it?”
“Leave him out of this.” Jay snarls.
“When Knox first approached me, I told him I had no time for an assassination but then I realized… realized that perhaps you may have what I need.” the man says. “Though I suppose I don’t need to tell you what happens next. If you don’t know.”
Shit.
He does know a thing or two about the latest target that Mouse is helping the intel teams dig for.
Adal Quereshi is a dangerous man.
They desperately need to find him and stop him before he hurts anyone else.
But he also can’t possibly keep his mouth shut knowing that doing so will put Mouse in danger.
The man chuckles.
“I’ll give you some time to think about it.” he says, patting Jay’s cheek roughly.
They force a cloth, the fabric a similar texture to the bag, between his teeth and tie it behind his head.
Then the bag is pulled back in place.
It’s hard to know for certain but he thinks they actually do leave him alone.
What the hell is he going to do?
This strategy sucks.
Tactically, he’s kind of proud of it.
Pretending that he knows way more about the search than he does without actually giving them any information is a hard balance to maintain.
As a reward for getting it right, he’s had the pleasure of getting the crap kicked out of him.
He doesn’t think there are any serious injuries but damn does it hurt.
The worst part?
He really doesn’t know how much longer he can pull this off.
How long before these guys realize that he doesn’t know as much as he wants them to think he does?
If they do, they’ll cut their losses and kill him.
Then they’ll go after Mouse.
Even if they don’t, eventually the torture escalates and they kill him anyway.
His time is limited.
And he can’t… he has to warn Mouse. Has to tell his best friend that there’s a target on his back.
Somewhere beyond that, both less and more urgent, he has to report what Knox had done to the commander.
Both in the slaughter that he’d performed in that house and the way that he’d set Jay up.
They need to know what he’s capable of.
Both in what he’d done to those people and how easily he’d turned against someone that he called his brother.
He needs to be stopped before he does either of those things again.
Before anyone else gets hurt.
He can’t do any of that if he dies in the cave but he doesn’t… he doesn’t know how to get himself out of here either.
Turns out he doesn’t need to.
Mouse comes through for him.
Sees right through the bullshit that Knox had laid out to keep their friends from finding him.
Sees the real clues that were left behind and follows them right to Jay.
Kneels by his side as they cut the ropes from his wrists and work to stabilize his injuries.
His eyes go wide as Jay fiercely whispers Knox’s name, that he did this, but he nods, promises that he’ll take care of it.
Jay is more unconscious than not from that point onward but Mouse never leaves his side.
When he finally wakes up in the base hospital; a mess of bruises, a few minor fractures, and strain from the stun gun the men had used that will keep him down for a few weeks, Mouse is sitting at his bedside.
Knox is in custody, awaiting a transfer back to the states where he will eventually face a tribunal for his actions.
They’ll need Jay’s statement at some point but in light of what he’d said to Mouse in that cavern an inquiry had been started and it’s turned up a lot of evidence and some ugly stories about Knox’s actions.
The people in that house hadn’t been the first time that he’d taken justice into his own hands.
The knowledge hurts more than the pain of his injuries.
He and Knox had been close.
Brothers.
In some ways closer than Jay is to his actual flesh and blood brother.
It had all been lies.
Murder and Lies.
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gaming-of-the-shrew · 4 months ago
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F's Weekly(?) Roundup, vol. 2
LATE JAN-MID FEB 2025
When I said weekly, I didn't say every week, now did I? Lucky for you, I've got a hot, fresh batch of takes and impressions to savour. Let's get started.
Honourable mentions to Balatro and The Sims 2, which I've been playing a lot of.
GAMES
BLADE CHIMERA (2025)
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SCORE: ?
Completed in: 11 hours.
First off, I'm copping out. I've got a longer piece about the amazing/awful/mediocre (delete where appropriate) metroidvania Blade Chimera in the works, so you'll have to wait just a little longer if you're fanging to know exactly how I feel about it. Watch this space!
Crypt Custodian (2024)
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SCORE: 5/10
Completed in: 7.5 hours.
Two metroidvanias!
Crypt Custodian is a charming little game about a recently-deceased cat's journey through the afterlife.
Now, when I say 'afterlife', that may conjure to mind visions of the traditional Abrahamic hereafter, but CC's portrayal is a little more radical: the afterlife consists almost entirely of a series of rectangular platforms above the void; level design misses in this one, I'm sad to say. This is a problem, because an argument can be made that a metroidvania's strongest asset is its world - this is a genre built on exploration and hunting for secrets, after all.
It's not all bad, though. Although the actual traversal of the world fails to light a fire, the visual design is very charming in that simplistic 'macabre cute' kind of way, and it has to be doing something right because I blew through the entire thing (no 100% completion, however) in two sittings without growing fatigued. I'm not sure exactly what it's doing right though - the combat is pretty rudimentary, bosses particularly easy, and story threadbare. You're just going to have to believe me when I say it's at least a bit more than the sum of its parts.
Yellow Taxi Goes Vroom (2024)
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SCORE: 7.5/10
Completed in: 4.7 hours.
From strict genre-adherence to something a bit spicier, Yellow Taxi Goes Vroom is a racing platformer collectathon type thing. Relentlessly fast-paced and cheerful, just about the only glaring flaw I have to point out is the comedic writing - don't quit your day job.
Other than that, YTGV is a perfect example of how good game design lessons can come from humble places. Let me explain.
Tapping a button begins a windup animation for a dash. Tapping that same button during this preliminary animation allows you to cancel the dash and instead perform a short hop. This can be done anywhere - even in the air. In just this small decision, the game has expanded its potential for dynamic movement tech, diversified its level design options, and eliminated the frustration that comes from falling from a high platform; just hop back on. This is only one example, and the game is absolutely chock full of these little gameplay conveniences and intricacies which come together to make a movement system which is a complete delight from start to finish.
Taking this into account, it makes it all the more bizarre that other systems are so seemingly superfluous. For example, some levels have a Crazy Taxi-esque timer and passengers to deliver. However, time bonuses are so generous that running out of time is virtually impossible, and even if it weren't the only penalty for running out is a return to a checkpoint (which does not undo progress). I guess I prefer this to the alternative, but it's weird it's there at all. There's a full-blown Crazy Taxi-type mode which is great, but I think the timer should've stayed relegated to that rather than spreading throughout the game.
The soundtrack is also terrific. Definitely recommended.
Pikuniku (2019)
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SCORE: 6/10
Completed in: Singleplayer about 3 hours, co-op probably around 1 hour.
To start, I'd like to say that I never feel like I can give an adequate review of a co-op experience because basically anything is fun if you're doing it with someone you love. I like that the car horns play Take On Me, though. Singleplayer, then.
I feel like I remember this one making some serious waves, and I can kind of see why. It's not doing anything absolutely out there or crazy but it's varied, has a lot of personality, and knows not to overstay its welcome and that does seem to be the secret formula for making a universally well-liked and charming indie game. It's colourful and whimsical, which is honestly all it needs to be.
Overall reminds me of a flash game - but one of those longer, more premium-feeling adventure-y ones like Magic Pink Man.
MOVIES (and some anime!)
Hitman (2007)
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SCORE: 2/10
Okay, obviously this one was bad, you don't need me to tell you that. What surprised me was just how many ways in which it sucked: not only are the performances flat and the action subpar, this movie also manages to completely miss the appeal of Agent 47 as a character, going as far as to make him into a mumbling, shy teenage boy of a man with a tediously predictable love interest. In fact, the whole film kind of comes off like it was written and directed by a fourteen-year-old.
It's true to the games in that it has an incomprehensible international political espionage story which gives up halfway through, so there's that.
Dragon Ball Z: Fusion Reborn
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SCORE: 6/10
Hitler is in this one.
Dragon Ball - Goku's Traffic Safety + Goku's Fire Brigade (Both 1988)
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Image taken from Goku's Traffic Safety.
This is a pair of safety PSAs aimed at kids featuring the cast of the original Dragon Ball series. Honestly, I didn't think I'd have anything to write here, but I found the traffic safety one especially interesting, being as it is essentially a completely ordinary episode save for the handful of times Goku is called upon to properly observe traffic safety regulations.
I've never really seen any of the early Dragon Ball, and this kind of put into perspective the more human/grounded stories they were able to tell when the series' power scope wasn't as unimaginably broad as it is now.
I've always been fascinated by PSAs aimed at kids, and have seen basically all there is to see of UK and USA offerings. Very interesting to see how it was approached here! Definitely check out the traffic one if you're into this sort of stuff too. Goku's Fire Brigade is a little less engaging though.
Kino's Journey (2003)
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SCORE: 9/10
I'm a pretty big fan of anime and manga, though you wouldn't know it from my relatively sparse diet of it (Dragon Ball notwithstanding...). I like to wait for something that really piques my interest to come along before I get invested, and when fellow shrew J.C. recommended I watch this show, I knew they'd found something special.
Kino's Journey is a fairly novel 'philosophical monster of the week' type of show. We're always following our protagonist Kino and their talking motorcycle Hermes and their circumstances are always the same at the start of every episode - they're travelling the world, staying in every city-state they encounter for no more than three days. Episodes are fragmented into short stories of varying lengths, with the longest being a two-parter pair of episodes, but they can be as short as a few minutes.
There are a lot of ideas discussed here, but what I find interesting is the consistent throughline of Stoicism and Buddhist philosophy. Kino is interested only in exploring the world and living their life consciously, not in judging others for their particular ways of living. We're presented with both ends of the spectrum when it comes to human morality, but through Kino's lens of impartiality it all feels like an invitation to think more deeply about how we approach philosophising as discontinuous organisms.
I genuinely think anyone who's even the slightest bit interested in themes like these will get a lot out of Kino's Journey. Give it a try if you like.
Star Trek: Section 31 (2025)
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SCORE: 0/10
A bona fide piece of shit. I've never seen any of the newer Star Trek (I've seen TNG and a little DS9), but if it's all this bad I can see why people have such a low opinion of it. Reads like a disjointed collection of scenes with little to no relation to each other. An honestly impressive amount of F-tier performances from otherwise provably competent actors, especially Michelle Yeoh. Some of the most dreadful comedic writing I've ever heard.
The Usual Suspects (1995)
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SCORE: Difficult to rate
Late to the party here, I'm assuming most people have seen this one by now. Drags a bit, but has an extremely juicy payoff which is worth sticking around for. Definitely would be a fun one to rewatch if you're into that sort of thing.
I also watched Me, Myself & Irene and The Cable Guy, both Jim Carrey vehicles, but I haven't got much to say there. The former was dreadful, the latter exactly what you'd expect from a Carrey film.
Okay, that's all for now. Stick around for the Blade Chimera review, and for the myriad delights to follow. Stay safe out there.
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