legacy of enemies

The Lost Legacy of Doom’s Hitscan Enemies

I’m dancing. My feet follow no pattern and make no sound as I glide effortlessly over the terrain, but the rhythm of the Super Shotgun guides my every move. I weave to and fro among the soaring fireballs and scything claws, spotting opportunities, darting near and far, catching hellspawn in efficient point-blank bursts of scattershot. Boom, click, ker-chunk. Boom, click, ker-chunk. Boom, click, ker-chunk. Somewhere in the back of my head, I’m dimly aware of the familiar noise of a pneumatic door sliding open, barely audible above a tinny MIDI rendition of ‘Fear Of The Dark’. It’s catchier than you’d think.

Somebody roars. I’ve heard the sound enough times to recognise it as a ‘somebody’. Startled, I pivot to catch sight of the new assailants: two heavyset bald men, cradling imposingly large guns, furious piggy eyes as red as their bulky chestplates. Chaingunners. Before I can close the distance, they open fire, tearing an abundance of new holes in my circle-strafing, road-running backside. I put them out of action, but the damage is done. Was that a fair exchange? It’s not as if I could’ve outpaced their shots. Are they a fun enemy design in this, the most famous of all famously fast-paced first-person shooter? My kneejerk response is ‘no’, but Doom—because of course, it’s Doom—is a lot smarter than it seems.

Few games can claim to have lived as long and as healthily as Doom. Of course, it’s had the unwavering support of a community on its side, constantly tweaking and touching-up and doing everything in their power to stop the wrinkles under its eyes from showing, but its simple formula and flexible combat were always going to hold up well against the test of time. Doom has influenced the design of the modern first-person shooter in more ways than I could possibly articulate, with a little bit of DNA in everything from ARMA to Ziggurat, and yet… I feel there are one or two lessons from it that never quite caught on.

See, the concept of the ‘old-school’ first-person shooter, while not especially formally defined, is very much a thing. We’ve seen bits of it in the likes of Painkiller, Strafe, Tower of Guns, Dusk, Desync, Devil Daggers, and yes, even Doom 2016: games that buck dominant design patterns to focus on swift, streamlined, evasive movement, and a host of enemies that force you to make the most of that movement. Out of style, but by no means out of their depth, these games take after Doom more than most, but no matter how much they borrow from it, there’s one particular feature that many seem to skirt around. Something regarded almost with a kind of hushed, ‘we don’t talk about that’ shame, like the uncle at the family get-together who isn’t allowed to leave the country for reasons that nobody’s quite sure of. Hitscan enemies, a regular staple of Doom’s encounters, have near-vanished from the contemporary games that bear closest resemblance to it. What happened?

Well, at a glance, they do seem to clash with the desired experience. Doomguy can outrun a lot of things—many of which need at least fifty supervised hours logged before you can operate them independently—but he cannot outrun bullets, nor buckshot. You can’t dodge a hitscan enemy’s attacks by just going fast; the nature of Doom means that they take no time to pivot and have impeccable aim, other than the inherent spread patterns of their weapons. Your only recourse, it would seem, is to get out of range—a bit of a tall order, in most scenarios—or to take cover, which sounds like it would go directly against the fast, exciting experience of running around with the wind in your hair and a rocket launcher under your arm. ‘Cover’ is a dirty word; one that brings to mind hunkering behind a chest-high wall, plinking away at a succession of targets and crawling out only when a grenade gets tossed into your lap. To be in cover implies one is at rest, without any of the spatial analysis, fast-paced action or thrilling escapes that characterise the rest of the combat. You can see this stigma manifest frequently in retro first-person shooters, which often come hand-in-hand with the attitude that cover is for babies, and charging blindly into battle with your enormous, impenetrable testicles hanging out on display is the only acceptable combat strategy for ‘real men’. You could probably write a hefty tome about how unhealthy pulp action-hero masculinity has seeped through various layers of media and eventually pooled, like a discarded half-finished McDonalds’ thickshake, in nooks and crannies of gaming obscurity, but that’s a discussion for another time.

The thing is, Doom itself doesn’t actually work that way. In fact, it does a number of things to ensure that hitscan enemies don’t stifle the player’s movement, but instead add an extra set of considerations and trade-offs, forcing them to look at the play space—and when and where they position themselves in it—in a more nuanced manner. Like most of the ingredients that go into a first-person shooter, the way Doom’s hitscan enemies work is subject to its encounter design—a surprisingly diverse field, as custom WADs frequently demonstrate—but there are a few qualities to them you can count on in every sensible encounter.

Let’s break this down, piece by piece. Of the five enemy types in the first two Doom games with hitscan attacks, the three most common ones by a large margin are the ‘former humans’: undead soldiers who utilise conventional firearms—provided your definition of ‘conventional’ extends to a portable belt-fed chain gun, I suppose—and have all the durability of a cardboard cutout of Master Chief that somebody left out in the rain overnight. Upon noticing the player, they give a suitably enraged bellow and enter their attack routine: move, pause, shoot (if possible), repeat.

This pattern gives us time. Like a fireball whistling through the air, it gives us a chance to handle our predicament by reacting and moving quickly. It only takes an undead sergeant a few tenths of a second to level his shotgun barrel at yougive or take a bit of bumbling around, as they are wont to do—but in the world of Doom, it’s enough to at least start on a decisive manoeuvre. Doomguy runs quickly enough that you can very likely put something between yourself and your foe before they fire—it doesn’t even have to be a wall; other monsters serve perfectly well—and since the poor daft AI has no concept of suppressing fire, you need only be behind it for the split-second it takes them to return to their ‘move’ state. Consequentially, cover is less about clinging to the warm, comforting bosom of a solid wall and more about rapidly, momentarily repositioning yourself when the situation demands it; diving around corners, circling pillars, making use of the nearest solid thing in a pinch and immediately darting back out again. Taking cover is every bit as much about clever, well-timed movement as circle-strafing a pack of imps, and to be honest, probably demands far more split-second decision-making.

Another quality that’s critical to the success of the former humans is their relative squishiness: you can usually count on a single shotgun blast to put one out of action, and even glancing shots are likely to interrupt their routines long enough to buy some extra breathing room. A crowd can be swiftly dealt with by just raking a chain gun across their ranks—conveniently, the exact weapon dropped by the strongest former human, the Chaingunner—and pointing anything bigger at them is usually outright wasteful. This is key because it means that they’re only a very short-term threat—or, in larger battles where they’re mixed up with other enemies, only a threat for as long as you ignore them. Ducking behind a pillar once to evade a sergeant’s buckshot is a rush, but having to go through the same motion two or three times is stagnation. By letting you remove the former humans from the fight almost as quickly as they appear, Doom lets you quickly lift the restrictions they impose and expand the space where you can freely move, ensuring you’re never tied to one piece of cover or trapped in some godforsaken alcove.

But not every hitscan enemy in Doom goes down so easily, does it, hmm? I’m going to gently refuse to acknowledge the Spider Mastermind—a rare, highly-situational boss that squats unpleasantly at the end of the first game like a cane toad under the wheels of your dad’s Hilux—and instead concentrate on the notorious Arch-vile, whose pale, emaciated, lanky form is enough to set off half a dozen panic alarms in any Martian marine’s head. It’s everything the former humans aren’t: fast, durable, and capable of suddenly blasting half your health clean off from the far side of a munitions bay—to say nothing of its ability to revive fallen monsters, unravelling your work more and more the longer you leave it standing. Crucially, however, while the Arch-vile makes for a more persistent and punishing threat than the former humans, it also gives us much more time to work with. It takes about three full seconds of dramatic posing for an Arch-vile to wind up its hitscan attack—a pillar of infernal fire that explodes around its target—and once again, you are only required to actually duck behind something for the split-second when the attack connects to avoid taking damage. 

Consequentially, while our vitamin D-deficient friend does rather firmly, briefly force players into hiding, it also affords us the opportunity to stretch our legs and take nontrivial actions in between its attacks, giving it a distinctly different effect to Doom’s other hitscan enemies. Between every Arch-vile’s attack, there’s time enough to dart around the immediate area, change cover, take care of some lesser enemies, or—most likely—run up to it and empty both barrels into its repulsive mug. At an abstract level, the Arch-vile clamps down on the player by forcing them to be out of certain zones at certain times, but doesn’t make those zones inherently damaging to cross, like a crowd of former humans does.

Putting everything back together, Doom’s hitscan enemies are designed not to eliminate movement, but to carefully squeeze it; to force the player to take action, moving along vectors towards positions of safety. Restrictions on where in the combat space you can safely be are what make Doom’s fights engaging, and the restrictions that hitscan enemies provide are every bit as important to your positioning as a Revenant’s homing rocket or an Imp’s tossed fireball—they just take a different approach. Yet they’re also designed to ensure you’re never required to linger at your destination a moment longer than necessary, either by being easy to remove from the battlefield, or by only periodically applying their particular brand of pressure. Like every enemy in the game’s toolbox, they can be abused and used outside of their ideal roles—take a peek at The Plutonia Experiment, half of Final Doom, for some truly breathtakingly rude Chaingunner placement—but their basic principles are every bit as valuable as their peers.

Doom will force you to move, but it will never force you to stay. And that’s the philosophy that every first-person shooter should be built on, really.

A Guide to Lynel Slaying

As most of us know, Lynels have carried their “one of the most dangerous Zelda enemies” legacy into a game where everything’s already rife with danger. Staying two steps ahead of everyone here means having the best of all worlds: nasty attack patterns, crazy damage output, and a level of sturdiness that would make cockroaches weep.

But Lynel materials are necessary to upgrade some of the better armor, their weapon drops are among the strongest you’ll ever obtain, and if you train enough to tackle them, Silver Lynels may drop some otherwise-rare materials like Diamonds and Star Fragments. So here are some pointers I can offer to alleviate your gladiatorial labors.

The Beast

First of all, don’t always let their slowly diminishing health bars deceive you into thinking you’re underprepared. Lynels are bosses in all but name, they simply lack the long and receptive bars that the others have. Just because 5 Bomb Arrows in the face barely took off anything, doesn’t mean they’re invulnerable; you’ll just have to work a little harder to earn your spoils.

Their archery skills are unparalleled; when they’re not literally running circles around you, they can launch their shots into the sky and drop arrows on your head with lethal precision. Even on horseback, trying to beat them at an archery duel is a grueling war of attrition. (Your arrows can play an important role, but we’ll cover that in a bit)

Instead, you’ll want to get in close and challenge them to physical combat. Even if a Lynel spots you, it won’t attack immediately if you have your weapons sheathed; it’ll wait patiently for you to approach or draw any of your equipment. It’s advisable to circumvent the archery phase by doing the Cool Thing and more-or-less confidently strutting up to them.

Once you’re in, you’ll realize that Lynels have a cute little quality called “super armor” where most attacks don’t stagger them, leaving them free to trade blows with you. One of the big keys to safely fighting them is learning their attacks and figuring out the timings for both Flurry Rushes and Shield Parries. These guys are the true test of your 1v1 skills.

First, let’s run down the attacks that every Lynel can use, regardless of which weapon type they’re wielding. The most common attack they use is a running swing with their weapon; this will usually be the first thing they do when they start galloping around. If you plan to Perfect Dodge this for a Flurry Rush, take a step to the left to make sure you don’t get trampled, and a well-timed backflip over the swing should trigger it.

Another common attack is to sheathe their weapons, crouch low, and bull-charge straight at you. This one is really exploitable: the Flurry Rush timing is easy to learn, and Shield Parries will stun the Lynels for longer than any of their other attacks (you bash them right in the skull, for goodness’ sake). You even have a third option in just dodging to the side, and then running up to them after they skid to a stop to mount them; we’ll talk about mounting in a little bit.

Occasionally, they’ll stop in place and start charging fire in their mouths before blasting three huge fireballs at you. These fireballs are… really weak, actually. Even a Silver or Gold Lynel’s fireballs may only deal about 3 hearts if you get blasted full-force, which is pitiful compared to the 6 hearts the other Silver/Gold mooks can deal with unarmed attacks. Still, the fireballs do knock you off your feet and rob you of an opening to shoot the Lynel in the face with arrows (again, we’ll discuss this), so make sure you run to the sides and avoid them all.

But the moment you see anything above a White-Maned Lynel do a thunderous roar like this:

That’s your cue to back that ass up, because this isn’t very far behind:

Now let’s cover the attacks that are unique to each weapon class. Sword Lynels favor horizontal swipes. They have a really basic, back-and-forth 3-slash combo; Perfect Dodging the first swing is good enough for a Flurry Rush, but if you mistime it, you’ll either have just enough time to Perfect Dodge the second swing, or get totally blitzed in the face. They also have a cross-slash where they close their sword arm and their bladed-shield arm in on you, kind of like a really enthusiastic and badly-planned hug. Both of these demand backflips for the Perfect Dodge.

Spear Lynels, on the other hand, love jumping into the air and slamming their spear down where you’re standing. There’s no Perfect Dodge for this attack, as far as I can tell. You can still Shield Parry it and stun the Lynels, but they take just as long to unjam their spear from the ground anyway, so you might as well give it a wide berth and eliminate any risk of getting hurt. Either way, they’ll be open for a headshot that’ll put them on their knees (we’re building up to these strats I swear).

Crusher Lynels are the most dangerous of the lot. Their weapons have the highest strength, and they don’t suffer any speed loss from it. These guys heavily favor overhead smashes that create shockwaves on impact with the ground; even if you manage Perfect Dodges on these, it’s possible for the shockwaves to smack you right out of the Flurry Rush, which is incredibly cheap. You’re much better off just Shield Parrying them. You must also take extreme caution if you’re standing right next to these guys while they’re planning their next move; they have a problem with personal space, and instead of politely asking people to back off, they just bust out spin attacks. These are really big and really fast; if you complete a full Flurry Rush with a spear or a two-hander, the endlag is so long that you’ll likely get beefed by a retaliatory spin before you can move away or pull out your shield.

At the end of the day, Silver/Gold Lynels with Savage Crushers are the only enemies that can still one-hit kill you with the full 30 Hearts and an endgame-average 60 defense. But that’s the risk you take when you’re shooting for one of the strongest and sturdiest weapons in the entire game.

The Hero

So we’ve covered the Lynels’ attacks and how to avoid, block, and punish them. Now let’s talk about how you, the Hylian Champion, can take the fight into your own two hands. Let’s get two minor tools out of the way:

Urbosa’s Fury. Obtained by retaking Vah Naboris, this is one of the strongest tools at your disposal, boasting an outrageous AoE, significant power, and the ability to stun anything for several seconds. That includes Lynels; one use of this will deal 500 damage and put them on their knees. This can be a nice crutch while you’re learning to fight them, but it’s a liability in the long run, as you can only use it 3 times before it goes on cooldown for 12 minutes. Good for the occasional spar, less so if you’re jumping from Lynel to Lynel.

Stasis+. Trade in 3 Ancient Cores at the Hateno Ancient Tech Lab for this Rune upgrade. It may be easy to forget that you have it sometimes, but it can stop even the strongest bosses for a couple seconds, while allowing any damage you deal in the meantime to stagger them when they unfreeze. It’s very minor, but at least it’s a nice way to briefly interrupt a Lynel’s assault and give yourself some breathing room.

Now with those out of the way, let’s get to the real meat of Lynel Butchering 101: headshots.

Like most other creatures, Lynels hate getting shot in the face, and will collapse to their knees for several seconds, similarly to getting struck by Urbosa’s Fury. Lynels that are put on their knees are completely defenseless, and this state provides you with ample opportunities to unleash fresh hell on them.

Problem is, Lynels are fast and they love to gallop around a lot, so it’s hard to just nail them in the face willy-nilly. Obviously, the best openings to shoot them are when they’re standing relatively still. Lynels tend to stop for brief periods after using their biggest attacks, e.g. the fire breath, the giant explosion, the Crusher Spin, etc. These are easy points to start with.

However, you can also create your own openings with Shield Parries. While Flurry Rushes are a more immediately-effective counterattack, Shield Parries will stop a Lynel square in front of you for a couple of seconds, giving you enough time to pull out your bow and almost jam the arrowheads down their throats.

Now, once you shoot a Lynel and get them kneeling, this opens up the single most important aspect of fighting an angry giant man lion bull horse beast with which a video game could have ever graced my short life in this dimension:


Now, there are actually three ways to mount Lynels. The method you’ll likely use the most, as just explained, is by putting them on their knees mid-fight with headshots (or Urbosa’s Fury). The second way is after they do their bull charge; assuming you didn’t do the Flurry Rush and watched them skid on by, you can run right up and mount them if you’re fast enough. The last is to do exactly what you’d do when you’re just trying to catch and break a horse: either sneak up on them (difficult with their stellar senses and 360 patrol; Sheikah outfit is strongly recommended), or paraglide onto them from high ground.

Unfortunately, also much like breaking a horse, your Stamina will drain as they try to buck you off, no matter how you mount them. It’s recommended to have a couple of Stamina upgrades before trying this at home.

Once you’ve hopped onto a Lynel, you can mash the attack button to give him 5 quick jabs in the back with your weapon, before Link automatically jumps off. There are two advantages to attacking this way: the first is that the jabs come out fast regardless of which weapon you have equipped. This means that even if you’re holding a strong and heavy two-hander like, say, a max-damage Royal Guard’s Claymore, you can stab him 5 times for 116 damage each in about two seconds, with no risk to your health.

The second perk is that this does not reduce your weapon’s durability at all. Given that you can easily go through at least two weapons just chewing through a Lynel’s massive health pool otherwise, this is a great boon. It also means that if you have a strong but fragile weapon like, say, a max-damage Royal Guard’s Claymore, you can always save it in reserve especially for these mounted attacks on Lynels and never have any fear of breaking and losing it.

Look my point is just go to Hyrule Castle and find the Moblin holding a Royal Guard’s Claymore, and save and reload until he drops a 116 for you. Having a Level 3 attack buff and pulling this out every time you mount a Lynel is the freest 870 damage you’ll ever deal in this game.

Advanced Arrows

Anyway, pop quiz: remember how I mentioned that Link automatically jumps off of a Lynel’s back after hitting him 5 times? Question: what offensive action can you perform after jumping off of horse-like creatures?

That’s right, you can follow up your mounted assault with some bullet time arrows! It’s actually possible to hit the weak spot of the Lynel’s head from behind near the peak of Link’s jump, and while it won’t re-stun the Lynel, it’ll still deal that extra Critical Hit damage. Since Arrow Time chews through your Stamina, and you’ll have spent nearly a whole bar just staying on the thing’s back, you pretty much need 2 or 3 full bars before attempting this.

Heck, for that matter, you can stop and unleash a couple of point-blank shots before mounting them, while they’re too stunned to do anything about it. Since Savage Lynel Bows deal 32 damage x 3 arrows by default, and 32x5 if you get the best drops, and every Critical Hit deals 3x damage, this means that every time you fire into a Lynel’s weak spot with one of his kins’ weapons, you can do a maximum of about, eh… 288 or 480 damage. Per shot.

This may or may not be broken.

Since every Lynel drops a bow, along with anywhere between 10-30 elemental arrows, you’re basically a self-sustaining Lynel-farming machine if you make all of your damage come from mounted strikes and Critical arrows. It takes good Shield Parry timing and a steady hand, but once you get the hang of it, you can fill your inventory with the strongest weapons without sacrificing any in turn.

Ironic, isn’t it? These guys are unbeatable in archery duels, but once they put their bows away and grab their weapons, your arrows can shred them to bits. Don’t forget, kids: never bring a knife to a gun fight.


With enough practice, This Could Be You™! Silver and Gold Lynels may be the single toughest individuals this game can throw at you, but the stuff you can loot from them makes it very well worth it.

Not to mention that Lynel materials will help you upgrade arguably the most useful armor set in the game:

I hope this guide was concise and engaging! Good luck, and happy hunting, heroes!



Remus Lupin

What He Can’t Tell You (Ravenclaw reader)

Draco Malfoy

Family Addition (G/H/R/S reader)

Sirius Black

What Happened That Halloween Night (3rd person)

George Weasley

From Day One (Slytherin reader)


Dating Charlie Weasley Would Include (Gryffindor reader)

Dating Oliver Wood Would Include (H/R/S reader)

Dating Cedric Diggory Would Include (Hufflepuff reader)

Dating Sirius Black Would Include (Hufflepuff reader)

Dating Draco Malfoy Would Include (Hufflepuff reader)

Dating Draco Malfoy Would Include (Ravenclaw reader)

Dating Remus Lupin Would Include (Hufflepuff reader)

Dating George Weasley Would Include (Gryffindor reader)


James I (Being Replaced) + Oliver (Falling From His Broom)

Charlie (Leaving) + Albus (Astronomy)

Sirius (Self Love) + Neville (Greenhouse Seven)

Regulus (Leaving for the Cave) + George (Under the Weather)

Remus (Sing For Me) + Louis (Yellow Tulips)

Alice (Ice Cream) + Victoire (Snowball Fight)

Andromeda (Detention)

Ginny (Battle of Hogwarts)

Harry (Dobby’s Death)

Molly I (Brother’s Funeral) + Neville (Brave) 

Narcissa (Ballet) + Pansy (Slap in the Face) + Lorcan (Rictumsempra)

Lily (Comforting) + Fleur (Focus on Winning) + Roxanne (Flourish and Blotts)

Frank (Confession) + James II (Deflating His Large Head)

Remus (Taking Care of Him) + Seamus (Crystal Ball Gazing)

Peter (Blackmail) + Teddy (His Parents Grave)

Draco (Pansy’s Plan)

James (Just a Hufflepuff) + Cedric (Miss the Most) + Fred II (Legacy)

Sirius (Enemies) + Ron (Amortentia)

Regulus (Dark Arts) + Scorpius (Time Turning)

Bill (Thestral Flying)

Lucius (Worst Time) + Blaise (Slug Club)

Charlie (His Reason For Staying) + Hugo (Insecure)

Arthur (A Muggle Proposal) + Draco (Disapproving Parents)

Peter (Animagi) + Neville (St Mungo Christmas)

James I (Ruffled Hair)

Sirius (Letter By Owl) + Dean (Healers)

Frank (The Prophecy Affecting Your Son)

Remus (Transformation) + Fred (Telling Them Apart) + Louis (Family Friends)

Severus (Looking Out For Him) + Harry (Into the Forest)

Sirius (Family Ball)

Regulus (Leaving Home) + Cedric (Post Graveyard)

Arthur (Wedding Before Hiding) + Oliver (Hogwarts Orchestra)

Lucius (Cruciatus Curse) + George (Dance Lessons)

Ron (Expecto Patronum)

James I (Quidditch Cup) + Seamus (Pyrotechnics)

Viktor (Training Together)

Frank (The Struggles of Seventeen) + Fred II (Weasley’s Wizard Wheezes)

Peter (Finally A Hero) + Bill (Battle of the Astronomy Tower)

Percy (Estrangement)

Remus (Proposal at a Wedding) + Fred I (A Weasley Christmas)

Severus (Double Agent)

Charlie (Romania)

Lysander (Owlery)

Cedric (Yule Ball)

Draco (Choosing the Right Side)

Dean (Unexpected Guest)

Albus (Slytherin Dork)

Sirius (Settling Down) + Harry (Protection) + Lorcan (Matchstick Girl)

Arthur (Diagon Alley) + Hermione (Horcrux Hunting)

Blaise (Voldemort’s Ally)

Scorpius (Amortentia)

Sirius (Halloween) + George (Losing an Ear)

Draco (Arrogant Bully) + James II (Best Friends Brother)

Luna (Battle of Hogwarts)

Frank (Jealous) + Ron (Hogwarts Kitchens)

Regulus (Defection) + Teddy (Belonging)

James I (Teammates) + Oliver (Quidditch Celebration)

Remus (Prefects) + Neville (Greenhouses)

Ginny (Dumbledore’s Army)


James Sirius Potter

Albus Severus Potter

Lily Luna Potter

Rose Granger-Weasley

Hugo Granger-Weasley

Victoire Weasley

Dominique Weasley

Louis Weasley

Molly Weasley II

Lucy Weasley

Fred Weasley II

Roxanne Weasley


HP Next Generation 

Disney Princesses

sentence prompts ➝  hamilton mixtape

no john trumbull

‘  No sign of disagreement, not one grumble.  ’

‘  The reality is messier and richer  ’

‘  The reality is not a pretty picture  ’

my shot

‘  Take your pick, but you only get one shot  ’

‘  It’s not fair that’s all they can tell us  ’

‘  Express how you feel and take the credit  ’

‘  I’m a prize fighter  ’

‘  I’m not throwin’ away my shot  ’

‘  We need to wise up  ’

wrote my way out

‘  Running on empty, with nothing left in me but doubt  ’

‘  These sentences are endless, so what if they leave me friendless?  ’

‘  So it’s up to me to draw blood with this pen, hit an artery  ’

‘  This hurricane in my brain is the burden I bear  ’

‘  Tell the real story  ’

wait for it

‘  Love don’t discriminate between the sinners and the saints  ’

‘  Death don’t discriminate between the sinners and the saints  ’

‘  If there’s a reason I’m still alive when everyone who loves me has died I’m willing to wait for it  ’

‘  I am the one thing in life I can control  ’

‘  I am inimitable  ’

‘  I am original  ’

‘  I am not falling behind or running late  ’

‘  Everyone faces an endless uphill climb  ’

‘  Life don’t discriminate between the sinners and the saints  ’

an open letter

‘  The line is behind me, I crossed it again  ’

‘  You would die of irrelevance  ’

‘  Go ahead, you aspire to my level  ’

dear theodosia

‘  When you came into the world, you cried and it broke my heart  ’

‘  When you smile you knock me out, I fall apart and I thought I was so smart  ’

‘  We’ll bleed and fight for you  ’

‘  We’ll make it right for you  ’

‘  I swear that I’ll be around for you  ’


‘  And just like that it’s over, we tend to our wounded, we count our dead  ’

‘  Don’t think I didn’t notice those tombstones disguised as waves  ’

‘  Look how far I come  ’

‘  Immigrants, we get the job done  ’

‘  I’ll outwork you, it hurts you  ’

‘  We’re America’s ghost writers, the credit’s only borrowed  ’

‘  But there ain’t a paper trail when you living in the shadows  ’


‘  You have invented a new kind of stupid.  ’

‘  A ‘damage you can never undo’ kind of stupid  ’

‘  An 'open all the cages at the zoo’ kind of stupid  ’

‘  Truly, you didn’t think this through? Kind of stupid  ’

‘  I begged you to take a break, you refused to  ’

‘  You’ve redefined your legacy  ’

‘  But you’re the only enemy you ever seem to lose to  ’

‘  But I’m back in the city and I’m here to stay  ’

‘  I know what I’m here to do  ’

‘  I know my sister like I know my own mind  ’

‘  You will never find anyone as trusting or as kind  ’

thehomosexualistagenda  asked:

What were the Miracles' reactions to encountering small luxuries for the first time after escaping Teiko? Like, we see Kise's first encounter with dessert/ice cream in A Name That Feels Like Mine, but what about other food that isn't nutritional mush? Super fluffy blankets? Stuffed animals? TV (you've mentioned various things they've watched, but what was the first encounter like)? Things made purely for enjoyment, not because they're necessary? Did some of them scorn them, and some embrace them

When the JSDF soldiers bring them back to base, Red can’t help but note the similarities of their old situation with their new. They are surrounded by people with guns and they are kept in close quarters.

“Is this the freedom you so desperately wanted, Black?” he asks the other boy, still angry at the way Black had maneuvered them to this position. “Is this part of your grand plan?”

Black does not reply.


“The beds are softer,” Green notes the next morning. They keep together, because that is what they know how to do.

“What a marvelous improvement over our previous situation,” Red says witheringly, causing Green to falter. “Where are Blue and Purple?”

“Asleep,” Pink replies. Red fixes his gaze on her and she just shrugs. “No one told us we had to get up this morning, so they decided not to.”

“They should not need to be told,” Red says, appalled by this lack of formation. Soldiers got up in the morning and prepared for work; in a new environment where everyone is the enemy, the others should know better than to be so lax with security.

“The food is better here,” Pink says, as if she didn’t hear him at all.

Red sits back, dissatisfied. It is clear that he is going to have to be firm about their new circumstances, otherwise they will forget everything they learned about survival.


“Guys, guys, have you had ice cream?” Yellow bounds in their common area holding a box that he enthusiastically drops in front of them.

“I have,” Purple says, and he’s already reaching for the box to grab a handful of wrapped packages.

“It’s amazing!” Yellow says. “Purple, leave some for everyone else.”

“It’s cold,” Green says, disapprovingly.

“It’s delicious,” Yellow corrects. “Red?”

“No, thank you, I ate already.”

“But this isn’t about eating, it’s dessert! Dessert comes after eating.”

“Calories that are not for nutritious value or sustenance serve no purpose,” Red says.

“More for the rest of us then,” Blue says, who is already taking three.


“What is this?” Red says, and he’s trying not to radiate disapproval, but it is hard to maintain his composure, when faced with… this.

“Television,” Pink says, with a smile.

“Is this an actual program monitoring that weeping woman’s behavior?”

“No, it’s fiction,” Pink says happily. “That means it’s not real.”

He had, in fact, known such things existed, but it bothers him immensely that Pink is so engrossed in this. “You do understand that this is a meaningless waste of your time, 256?” He purposefully reminds her of her designation because she is a Pink Two, and above all Pink Twos valued information and analysis. They did not fill their brains with useless drivel.

“This is not meaningless!” she says hotly. “If I don’t find out who the father of Sumiko’s baby is I’ll die.”

“It better be Hirohito,” Yellow says.

“Shut up! The father better be Sano-san or life has no meaning!”

“You might like it, Red, it’s kind of entertaining,” Yellow offers, when Red continues to just stand there.

“I am not interested in being entertained,” Red replies stiffly.


Strangely, the only one who articulates his discontent is the human, Akashi Masaomi.

“I abhor frivolity. Wasting time is humanity’s worst offense,” Masaomi says. “If you are not actively striving to better yourself, advance your legacy, or conquer your enemies, then there’s really no point in existing.”

“Yes, I quite agree, Masaomi-san,” Red says, gratified that at least someone understands, even if he is just a human.

“There are far too many things in the world that enable mankind’s laziness, and it is disgusting,” Masaomi continues. “If there weren’t so many distractions in this world, just think of what the humanity could have accomplished by now.”

“It is not just humanity,” Red says darkly, thinking about the other Projects.


“I like basketball, Akashi-kun. I think it is fun.”

They all have names now, and they’re practically human, which is just awful. “If you are only interested in fun then you should not play at all,” Akashi says. “Victory is the most important thing in any pursuit.”

“I disagree,” Kuroko says.

“We will just have to keep playing. Eventually we will learn whose philosophy is the better one,” Akashi says.


“I am disappointed in you, Midorima-kun,” Akashi says, frowning. Midorima was usually the one Project Akashi could count on to not be engaged in frivolous pursuits.

Midorima does not look up from the meticulous treatment of his nails. “There is a purpose to this, Akashi. It enhances my performance when shooting a basketball.”

“Right,” Aomine says, rolling his eyes, “That’s why you need a full-on manicure. Satsuki, what’s your excuse?”

“It is super relaxing and my nails look gorgeous,” Momoi says.

Midorima doesn’t add to this, but he does spread out his hands and admire the finished work when he doesn’t think anyone is looking.


Murasakibara, with his ever growing pile of snacks, constant sleeping, binge-watching of TV shows, and hedonistic love of soft things, is a lost cause from the start.


“Wait, what did that liar tell you?” Youji demands.

“Youji, don’t call me a liar in front of my son,” Masaomi says.

“He said he abhors frivolity?” Youji repeats incredulously. “No, and no, this guy loves frivolity. This guy practically invented the word.”

“Lies!” Masaomi yelps.

“This guy,” Youji jerks his thumb at Masaomi, “this guy refuses to sleep in anything that is not silk, and will not use bedsheets unless they have at least 1000 thread count. This guy once said, ‘I will not put anything in my mouth that was not fit for gods.’ Which, by the way, was also a lie. This guy won’t—”

“Those aren’t frivolities, those are luxuries,” Masaomi insists.

“I’m not sure I understand your distinction, Father,” Akashi says.

“Frivolity is anything that wastes time. Luxuries are the divine right of the superior for being best and strongest.”

“Ah. Yes, I see your point,” Akashi says.

“Oh lord,” Youji says, placing a hand over his eyes.


Much later, Akashi understands. He doesn’t bring it up with Kuroko until more time passes.

“It was your plan from the start,” he says one day. “Having the JSDF find us. You did have a grand plan.”

“We wouldn’t have survived without allies,” Kuroko says. “And we needed people to help us through this world.”

Akashi considers this, and thinks they could have survived. If they had been on the run from Teiko, and constantly hiding.

But there would have been a lot less luxuries, and never any frivolity, and in the long run, it wouldn’t have been much different than their life in Teiko.

A/N: Thank you, friend!! I do enjoy writing stories about the JSDF days. I’m sorry it has taken so long! And thank you, anon-friend! Your suggestion to write more about Akashi, combined with @thehomosexualistagenda thought about those who scorned comfort, gave me the final inspiration I needed to write this story =D Hope you both enjoyed!

From one fight onto the next
Two outlaws ride, their weapons flexed
One is quick, the other’s tall
Together they’ll kill them all

Bang bang
They shot them down
Bang bang
They hit the ground
Bang bang
They torched the rest
Bang bang
With lasers from their chest

Seasons came and changed the time
Battle bonded, blood and grime
They would always laugh and say
“Watch out for that ricochet!”

Bang bang
Their kill counts rise
Bang bang
Their enemies die
Bang bang
Better hit the ground
Bang bang
Here’s the rocket sound

Ooohh Ooohh
Oooooh Ooohh
Ooohh Oooooh
Ooohh Ooohh Oooooh

Combined as one, you’d wonder why
Their enemies would even try
They didn’t get to say goodbye
They only had the time to die

Bang bang
Two legends, one legacy
Bang bang
Surrounded by enemies
Bang bang
Go ahead and cry
Bang bang
You’re all about to die


—  “My Titan Shot Him Down” by Grace

anonymous asked:

In Fishman Arc the seakings say that besides Shirahoshi Luffy and Roger were apparently the only others that could hear their voice... There is a headcanon/fanart going around om tumblr that Luffy's mom is Roger's sister (Gol D. Rosa, on tumblr) so what do you think of this?

Gol D. Rosa fanart is from fwips tumblr by the way…

ahhh personally, i prefer Luffy’s mom to be someone of little relation to Roger. in fact, i’d kind of rather she be someone of little renown.

i’m glad Luffy isn’t related to Roger in any way. Oda could’ve easily gone the usual shonen route of him being the Legendary Figure’s son (ala Naruto, DBZ, YYH, etc), but he didn’t, which i think makes for a more interesting story and for a more relateable main character.

Luffy admires Roger and wants to match up to his legacy, but he isn’t Roger’s son. sure, Luffy is still an Important Character’s kid (Dragon’s, aka the Most Wanted Man in the World), but we got to know Luffy long before we knew Dragon, and in the end, Dragon’s life choices and title hardly matter or influence Luffy in any way, and they do little to influence the public’s opinion since Luffy already made a name for himself by the time that information got out.

i’m sort of on Ace’s side here; he didn’t want Roger to be a part of his life since Roger had nothing to do with him in the long run. yes, Roger asked Garp to save Rouge and Ace, but he died long before Ace was born. and yet, Roger’s legacy and enemies continued to haunt and taint Ace long after, to the point where he even questioned if he had a right to be born.

Roger’s life followed Ace right up until his death. He wasn’t even considered his own person, simply ‘the child of the devil that had to die,’ by the entire world.

I don’t want Roger to be a part of  Luffy’s personal life. i don’t want Roger to be related to Luffy in any way. i feel like that taints Luffy’s journey; it gives the impression that Luffy’s journey is about destiny and familial inheritance instead of a man going out and living his dream. and while yes, we know there is some destiny at play with Luffy, but adding Luffy as Roger’s son or nephew would bring it to the forefront of the story, instead of something that’s happening vaguely behind the scenes. 

the series isn’t about destiny, it’s about making your own choices and living your life as you see fit. i don’t want Luffy to be related to Roger and to be tied down by that weight, to go go after the One Piece because he’s destined to; i want him to admire Roger and chase after his dream because he wants to.

Luffy is his own person apart from Roger. Luffy’s choices are his own, not influenced by Roger, or Dragon, or anyone else; he may be chasing after Roger’s legacy, but it’s not because he’s destined to due to familial ties, but because he wants to. he loves the idea of adventure, and the journey, and the romance of it all. 

Luffy doesn’t want a boring journey. Luffy doesn’t want to be tied down by destiny. in fact, he probably doesn’t even give a damn about it. all he wants is to be free. free to make his own choices, free to do what he wants, and free to chase his dream for his own reasons, and that’s exactly what he’s gonna do.

by making Luffy someone not related to Roger, it makes us, the readers, believe that anyone, as long as they try hard enough, could go after this amazing treasure. just look at how far Luffy himself has come since the start of the series.

i don’t want Luffy to be tied to Roger in any way. i want him to be free of those expectations, and i’m glad Oda went in that direction instead, rather than forcing that path onto Luffy.

mcu young avengers

arden cho ↭ kate bishop
anjli mohindra ↭ kamala khan
madeleine mantock ↭ america chavez
titus makin jr. ↭ david alleyne
eli goree ↭ eli bradley
katelyn turner ↭ cassie lang

September Book Photo Challenge Day 3: newest purchase 

the majority of these were actually preorders that arrived this/last week