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standfucker · 2 years ago
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Gremlin Reader Headcanons - Straw Hats, Whitebeard Pirates, Heart Pirates, Kid Pirates
CW: shenanigans, tomfoolery, and hullabaloo
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Straw Hats
You and Luffy are BEST BUDS. You butted heads when you first met just from being a bit too similar, but now you understand each other like no one else.
“Quit eating stuff off the floor!” Nami snaps as you and Luffy reach for a cube of steak that fell from your plate. “Five second rule,” Luffy says. You both smack at each other’s hands, but he ends up maneuvering and grabbing the meat first thanks to his stretchiness. You respond by shoving his entire hand, still holding the steak bit, into your mouth. Luffy shouts, then laughs. Nami yells, “Y/N, ew! That’s even worse!” “You don’t know where that’s been,” Zoro adds. Luffy screams for real when you bite his hand, but he also lets go of the steak, so it’s a win. (It was yours in the first place.)
While your bathing habits are better than Zoros, it’s not by much. If you’re a girl, expect Nami to literally drag you to bathe with her and Robin. She’ll wash your hair for you if you promise to stop using soap bubbles to give yourself a beard and call yourself the “Saponicus the Bath Wizard.” At least Robin finds it funny.
Also, if you’re a girl…you put Sanji through it. Rather than getting a broom to shoo you from your perch on top of the fridge, he tries to coax you down with sweet words and sweeter foods. Instead of yelling at you for eating off the floor, he’ll wash off whatever fell for you. If you try to eat a piece of what he’s cooking, he’ll simply make you a small side plate to tide you over. To Sanji, your weird habits are endearing. But if you’re a guy? He’ll just kick your ass. 
If you occupy that odd space in between genders (or lack thereof,) however, the poor cook does not know how to deal with you. After much stumbling over the subject and at first treating you how you most closely present, he ends up finding a neutral middle ground that makes you both happy.
You play with Franky a lot. You like to climb him like a jungle gym–he’s just shaped so perfectly for it. Sometimes you’ll sneak up behind Franky, jump and reach around to boop his nose to surprise him and change his hair. Every now and then he anticipates your strikes and catches you by the arm, holding you off the ground as penance for your crimes. You swing and wrap your legs around his rectangular arm to retaliate, and he’ll wave his arm to try to jostle you. It’s all fun and games until you get flung off the ship.
Once you discovered how light Brook was, you realized you could pick him up. This led to you plucking him off the ground at random and using him as a jousting lance with which to harass Zoro. Brook started to wisen up to that gleam in your eye, using his cane to keep you at a distance or jab you lightly.
Whitebeard Pirates
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There are a lot of crewmates, and you manage, somehow, to be the most feral of them all. Marco calls you “the ship’s pet, Y/N” as a joke.
Unless it’s snowing, you go barefoot everywhere. The soles of your feet have thickened considerably, and you occasionally entertain your brothers by showing off how you can stick safety pins through the very bottom layers of skin. This leads to Marco yelling at you to stop playing with sharps, and that you’re going to accidentally hurt yourself.
Poor Marco has to look out for you often, especially because you do things like get into wrestling matches with the biggest crewmates. You don’t have the size to do much, but if you get pinned, you cheat by biting your opponent. This usually worked for you until you cracked a tooth on Jozu, earning a stern “I told you so” from the first division commander.
Ace is a reformed gremlin and so takes you under his wing. You remind him of Luffy, so he’s quite fond of you compared to the rest. The two of you bring out the worst in each other’s bad habits, indulging the other. If you two are ever spotted together and giggling, the others know to be concerned, as you’re certainly up to something, usually pranks.
The only person who can get you to behave is Whitebeard, and he doesn’t bother most of the time, feeling it better for his children to “sort themselves out”. But he’s not wrong–the crew takes care of you no matter what mischief you get up to.
“I bet you can’t steal Vista’s hat,” Thatch challenges you and Ace one day. You’re always well-mannered toward Thatch, because he’s in charge of the food, but that doesn’t mean you guys won’t challenge each other to dares. “I bet I can steal it before Ace does,” you immediately respond. Ace protests fiercely, and the game is on. Ace takes a straight-forward approach, sprinting down the deck like he’s going to run past Vista, leaping into the air, and going to swipe it off. Vista blocks his hand with a raised arm. “What are you doing?” Vista questions. “Nothing,” Ace says, jumping again and promptly getting grabbed by the arm and tossed aside. This repeats, with Ace making big, energetic attempts to steal that hat and getting thrown around instead, over and over with no success. You wait until Ace has calmed down, then approach Vista. “Can I tell you something?” you ask, motioning him to lean in closer. Vista’s smart enough to know why you want him to bend down, but his reflexes are quick, so he leans over anyway. “Yes?” You stick your fingers up his nose. Vista makes a muffled, indignant shriek, flinching. Completely caught off guard, he’s too slow to stop you from snatching the hat off his head. “Run!” Ace screams, and you book it with Ace joining at your side. You wave the hat and yell, “Burn it, Ace!” mostly joking. “I’ll gut you both!” Vista shouts, hot on your heels, drawing his swords as he chases you two down, the sounds of your crazed laughter echoing through the deck. Marco sighs and gets ready to heal you again.
Heart Pirates
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You would tire out Law, but you’ve been a part of the crew for so long that he’s used to your antics. Really, you tire out Bepo, who’s in charge of keeping you in line.
The Polar Tang has a ventilation system to keep airflow and environmental controls during dives. You like to crawl into the vent shafts for fun and because they’re a cozy, private space away from everyone else. Whenever no one can find you, Law locates you on the ship and uses his power to teleport you out. You’ll be napping peacefully, shirking your duties, and suddenly you’re falling through the air and onto the floor in front of your captain–whoops, busted.
Once you tried to steal Law’s hat as a joke. He removed your hands for the rest of the day, stating you’d lost hand privileges.
“Aw, but Captain, your hair looks so nice,” you whined, and Law’s cheeks turned pink. “You’ll get your hands back tomorrow,” he ignored your statement and tossed your hands into a sack, tying it shut.
After that you had to mop the Polar Tang by biting the mop handle, which your crewmates said you took to way too easily.
You’ll sometimes leap onto Bepo’s back, gently tugging on his ears–they’re so round and cute. Resigned, he just supports your legs and lets you. When you can’t resist and end up biting his ear, he yelps, then states that you remind him of the folks from his home island of Zou, and finds it almost soothing.
You, Penguin and Shachi have an ongoing prank war. It’s one you all keep contained so that it doesn’t reach Law, but is otherwise ruthless. Shachi’s been pantsed by you so many times you’re pretty sure you’ve seen every pattern of underwear he owns, but it’s his fault for letting his guard down so frequently. None of you are safe falling asleep first around the others lest you get your face scribbled on, hence your habit of napping in the air vents.
The Polar Tang doesn’t get visitors, but very rarely will gain a new crewmate. As one of the first handful of people recruited, you liked to make noises in the air vents and had certain newbies convinced the ship was haunted. It didn’t help that you told creepy stories of ghosts of people who died deep underwater, where the ship was currently sailing through… Ikkaku always chided you to stop freaking people out.
Though most would expect Law to get annoyed by you, he actually takes comfort in your antics. You’re consistent, at least, in a chaotic world. He can always count on you to keep spirits up and to keep the rest of the crew on their toes.
You’re settled in an air vent with a flashlight and a book one day. You hear a muffled “Room,” from somewhere, then Law appears next to you, having to hunch over so he can fit. “Oh, hey, Captain,” you say. “You know,” Law says, “I think you’ve actually got the right idea. Some days the Polar Tang, despite everything, feels too big... Some days even my quarters feel too big.” “Is today one of those days?” you ask as Law inspects the vent walls. They’re clean–likely your doing–which surprises him. He nods. “You should try taking a nap. It’s very cave-like and cozy here.” “Do you just lay out on the metal?” he questions. “Yep. But if that’s uncomfortable for you, well…” you pat your lap, completely nonchalant. Law studies your face. You give him a cheery smile. He sighs, and stretches out. It’s more comfortable this way. He rests his head on your lap. You continue reading quietly, angling your book and the light away from Law’s face. He adjusts slightly and deflates, relaxing. Right before falling asleep, he takes off his hat.
Kid Pirates
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You fit right in with the Kid pirates. No one gives you so much as a second glance for most of the things that you do. For the most part, your level of gremlin behavior is not that much more intense than some of the other crewmates. 
Though Kid/Killer/Wire will pick you up by your jacket hood when you act up too much. You retaliate by pinching the offender’s nostrils shut. This leads to you getting scolded, but you start laughing because they talk with a “congested” voice. Eventually you get threatened with being thrown overboard, which finally makes you fall in line.
You’re good with electrical work. Aside from using a stun gun in battle, you like to take the little metal creatures that Kid makes and soup them up with lights and sounds. Usually you just add glowing eyes and fins as an accent, but sometimes you use your powers for evil: once you added a timed speaker to a doll that went off in the middle of the night, scaring the bejesus out of the sleeping crew.
Killer is strict about not eating food before it’s ready, but it doesn’t stop you from trying to snack on ingredients. You’ll sneak into the kitchen (poorly–you are not quiet) and try to swipe food when you think he’s not looking. Killer will see your hand reach up in his peripheral vision and feel around the countertop. He plunges a knife into the countertop inches from your fingers, making you freeze before slowly withdrawing. However, you know he would never actually stab you, so you never really give up.
You’re really good at making Kid laugh with your antics. He doesn’t even realize it until much later on in the time he’s known you. You and Kid are watching Killer cook one day, steaks sizzling beautifully on the pan, and more raw meat is piled on a plate on the table before you, waiting for its turn. “Why does raw meat look so appealing?” you say. “I kind of don’t want to wait for it to cook.” “I’m not feeding you raw meat,” Killer says. You open your mouth to make the obvious lewd joke, but Kid shoots you a look that says don’t. You close your mouth. “I know what you mean,” Kid says. You both look at the raw steak. The filets are ruby-red, glistening, with cream streaks of fat that promise to melt once on the pan. “I just want to bite into the whole thing and shake my head like a dog,” you voice your thoughts. “Then do it,” Kid says offhandedly. You pluck a raw steak from the pile, sink your teeth in, and do exactly that, growling as the steak whips from side to side. Kid bursts out laughing, caught by surprise, while Killer snaps out your name, far less amused. As Killer scolds you, Kid thinks about how impulsive you are and how often you make him laugh like that and how much he likes you. And then it hits him–wait, oh god, oh no. You’ve taken the steak out of your mouth and are laughing at yourself, and you look so nice when you’re smiling oh NO. Kid’s gone red in the face while you try to appease Killer. “My mouth germs will burn off when you cook it,” you argue. “That doesn’t matter. You’re going to get sick,” Killer grumbles. “Don’t do it again.” “Okay, fine…Hm? Kid?” you tilt your head at him. “You okay? You look a bit flushed.” “Shut up! I’m fine.” Kid says defensively. “Okaaay, moody. Sheesh, sorry for caring.” And that just makes it worse, because Kid’s now also realizing you do actually care, don’t you? Bringing him things when he’s holed up late at night in his workshop, bothering him when his mood’s down and he needs to be distracted, helping him oil the parts of his metal arm and laughing it off when you get covered in grease. “Don’t get all sweet on me, you little punk.” Kid mutters. “You’re right. I ought to stick to salty things. Like Killer’s mea–” “STOP.”
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thesilliestrovingalive · 11 months ago
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Updated: July 5, 2025
Reworked Character #1: Marco Rossi
POTENTIAL TRIGGER: Viewer discretion is advised due to references to neglect, self-harm, alcoholism, SA, death, and torture.
Real name: Marchrius Dennis Rossi
Alias: Intelligent Soldier and Real Hacker
Occupation: Major of the P.F. Squad
Retirement plans: Become a mechatronics engineer, foster a bunch of kittens, and start a company that designs and develops functional computer models, artificial intelligence, and cybersecurity programs for both military and civilian usage
Special skills: Proficiency in rapid firing, wielding his handgun, and handling military technology, mechatronics engineering, computer science, intimidation tactics, and drunken-style boxing
Hobbies: Creating artificial intelligence and technological viruses from scratch, calculating complex mathematical equations and running times of computer programs in his head, allowing his AI to engage in arguments with other people on the internet while he completes a crossword puzzle, taking naps at his desk, and smoking while stargazing
Likes: His quick mental calculation, considering his colleagues to be family, having time to dedicate to his hobbies, visiting cat cafes to play and snuggle with the kitties, and subway rides where there are little to no people around him
Dislikes: Large lines in front of restaurants, being put in a vulnerable position, how he's grown strangely accustomed to war, computer crashes paired with slow internet connectivity, and witnessing the torture and brutal executions of comrades
Favourite food: Chinese noodles (preferably if its mildly spicy and carbonara-flavoured) and barbecued burgers and hotdogs with onions and honey-glazed carrots
Sexuality: Sex-repulsed, aromantic asexual
Gender: Male
Age: 17 (in 2022), 23 (in 2028), 25 (in 2030), 27 (in 2032), 29 (in 2034), 36 (in 2041), 38 (in 2043), 39 (in 2044), and 42 (in 2047)
Blood type: A-
Weight: 162 lbs. (73.48 cm)
Design: He's a 5' 7" (170.18 cm) Italian-American ectomorph with a rectangular build, the physique of Rambo, broad shoulders, ivory skin, a cleft chin, and dull turquoise eyes. He sports the same hairstyle as Marco's Metal Slug Tactics portrait, but his hair is strawberry blonde and has soft waves. His features are further accentuated by well-groomed sideburns and a neatly trimmed chinstrap beard. He has occasional dark circles under his eyes and a distinctive glass prosthetic left eye in a lighter turquoise hue. This is evident from a gnarly scar: a diagonal line that snakes down from the left side of his forehead to just above the centre of his cheek, a result of a knife slash that occurred after his left eye was pulled out with a rusty spoon.
He bears occasional dark circles under his eyes and a distinctive glass left eye in a lighter turquoise hue. He has accumulated several battle scars: a few stab wounds on his right shoulder; vertical cuts on his chest; a deep slice mark extending from the left side of his nose bridge to the back of his trapezius muscle; multiple lacerations and severe burns on his back; a large patch of scar tissue on his right lumbar region; and bullet wounds on both calves and one on his left thigh. To cope with his emotional pain, he has a history of self-harm, which has resulted in the horizontal scars visible on his right forearm, hips, and inner thighs.
He's well-known for his cutting-edge cybernetic left arm, crafted from sleek, high-strength metallic alloys and integrated with motherboard circuitry for artificial intelligence. The arm features advanced, flexible nanowires in red, blue, yellow, and black, which function like blood vessels, pumping electricity to significantly enhance arm strength, agility, dexterity, and precision. It also has micro-sensors and neural interfaces seamlessly integrating with Marco’s nervous system for intuitive control. It possesses a razor-sharp blade, capable of extending up to 12 inches (30.48 cm) from the forearm. It extends in a line from the middle of his palm to the centre of his forearm, activating only when his hand is fully open and held straight, and retracting when he moves his hand down. Forged from indestructible adamant, the gilded blade is micro-serrated for optimal tissue and armour penetration.
Marco's military gear consists of a metal dog tag necklace with his name and a platinum grey sleeveless shirt. He dons a white headband, neatly tied at the back, allowing the ends to flow down to the nape of his neck. He wears a crimson vest with four pockets and an embroidered logo of the P.F. Squad on the back, alongside khaki-green army cargo pants tucked into his olive green paratrooper boots. He also wears a leather belt with a snap-on silver buckle, mahogany gloves, a sheath for his combat knife, and a gun holster for his trusty handgun. The pockets of Marco's vest contain a gilded lighter he found in Gerhardt City, a red pen, and a dark grey case, containing his garnet-hued reading glasses and a silver-white cloth. It also contains an old photograph of his pre-teen self holding his childhood cat like a baby, which is wearing a purple-tinted burgundy leash and collar. Beside him, his father kneels on his left knee in a park during autumn, grasping the cat's leash with a gentle smile on his face, while younger Marco has a big toothy grin, looking genuinely happy. Meanwhile, the pockets of his army cargo pants hold two boxes of cigars, a bag of cat treats in whatever flavour he chose to buy, and his father's favourite dirty, rusted American penny, which he always carried for financial luck and good health.
Over his shirt, he wears a Soldier Plate Carrier System (SPCS) with a MultiCam pattern, which carries his walkie-talkie and ammo for other firearms. His right forearm is wrapped in worn gauze, and he wears two black bandoliers that form an X-shape, holding bullets for his handgun. Marco carries a khaki-green load-bearing backpack containing camping equipment, tactical explosives, portable ammo boxes, a canteen full of water, a Gatling Shot, a Thunder Shot, Two Machine Guns, and a crossword puzzle book. It carries four USB sticks: a light purple one filled with captured enemy files, a navy blue one containing military secrets and codes for computer programs he developed for the Regular Army, a dark yellow one holding his illegal computer projects, and a red-violet one that's intentionally empty, serving as a backup. He's always carrying around a red-orange laptop adorned with a bronze circle on the lid, housing a black six-pointed star at its centre. This custom laptop serves as his mobile command centre, where he develops malware to breach enemy cybersecurity, tackles various classified technological assignments for the military, and works on personal software projects.
He wears his father's circular, gilded watch on his right wrist, using it to check the time as a reminder of his father's enduring presence and an opportunity to seek guidance from the past. The timepiece features an ivory dial with burgundy hands and black Roman numerals from I to XII, interspersed with four thin etchings. Additional details include a secondary display bar showing the time and AM/PM indicator, while a leather strap is secured with a matching gold buckle.
Character summary: He's a charismatic, kind-hearted, brave, and cautious leader who's stubbornly determined to get the job done, while taking immense pride in his high intellect, computer expertise, and masculinity. He's a self-reliant introvert who prefers to accept help and emotional support from others when absolutely necessary. He often has a stoic demeanour, showcasing his seriousness and making it challenging for him to display humour or vulnerability. Due to being a workaholic, he has developed a harmful habit of neglecting his own basic needs, including eating when necessary. He mainly struggles with loneliness because he finds it difficult to form meaningful connections due to his exceptionally high intellect, which can make it challenging for others who may not be able to keep up with his level of understanding. He also struggles with undiagnosed major depressive disorder, trust issues, a fear of abandonment, and unresolved trauma stemming from past experiences. While Marco tends to internalise his emotions, he has learned to open up to trusted individuals when his burdens become too overwhelming to bear alone.
Despite his gentle and taciturn nature, he's capable of being ruthless and terrifyingly violent. Whenever he's riled up and facing the Rebel Army, Nadia has described him as having an uncomfortably serious and sadistic look with bulging, intense eyes and a grin that seems to reveal a million teeth. He secretly finds it amusing that Nadia playfully feeds into his desire for revenge. When he doesn't find a way to calm his nerves, he can fly into a deep rage at the mere mention of General Morden's name. He harbours a deep desire for revenge against Morden that extends to his army, viewing them as pests that must be eliminated. He won't stop or make room for a successor until they're wiped out, wanting to keep the title of the world's Rebel Army expert for himself.
When interrogating others, he employs a menacing tone, his aloofness making those on the receiving end feel uneasy and intimidated. He doesn't hesitate to act on threats of violence made against them, a trusted comrade or a pet they rely on for warfare or guard duty. He even goes so far as to exploit their insecurities and make them question their moral standing, and with Trevor by his side, his intimidation factor is amplified.
He's a socially awkward loner who doesn't tolerate distractions and has a strong fear of losing his current friends. He tends to be a bit of a pushover when people persuade him to take a break, especially if they're persistent or offer him a chance to step away from his hard work. He often feels awkward at parties, but he manages to put on a positive, relaxed facade because he doesn't want to spoil the fun. He prefers to bring his cat along whenever he goes out drinking or partying because it helps him feel calm and less prone to panic and irritation.
When experiencing great distress in relation to past trauma, he's prone to having a full-blown mental breakdown and indulging in suicidal ideation. Whenever he's somewhat sleep-deprived or overwhelmed with stress and discomfort, he desperately tries to put on a facade that he's okay, but it’s clearly forced. In secret, he binge-eats when he's truly starving, stuffing his face and making a mess while grappling with feelings of self-loathing and sometimes even crying. Marco tends to get stressed easily, which has led to him developing a chain-smoking habit. He privately grapples with self-harm and binge drinking, often consuming multiple beers at once, while concealing his struggles with alcoholism and suicidal thoughts from those around him. He attempts to conceal his alcohol problems by either excessively partying or withdrawing socially, and privately harms himself due to his reluctance to burden others or cause unnecessary concern. Additionally, he struggles with denial, finding it difficult to accept the loss of his father and former war comrades, and resisting the idea that he needs professional mental health support.
He doesn't like discussing the idea of death, especially when it involves friends and family, because it brings back unpleasant memories. He has a dry sense of humour that he rarely showcases, and when he does, his witty remarks often blend English and Italian. Having learned some Japanese from Tarma and Eri, he occasionally sprinkles Japanese phrases into his jokes. He deeply cares about his friends and will stop at nothing to protect them, even if it means putting his own life at risk. He often mistakes Sophia Greenville for his mother due to their similar appearance, and he's always embarrassed when he accidentally calls her "mommy”. Nevertheless, he's deeply grateful for the maternal affection she shows him, treating him like a son and unknowingly becoming the kind of mother he wishes he had.
He finds great comfort in the presence of his best friend, Tarma, thanks to his breezy and optimistic attitude. Although he doesn't always show it, he genuinely enjoys Tarma's jokes and appreciates listening to them, even if they occasionally test his patience. People say he seems like a completely different person when he's around Tarma, appearing more jovial, relaxed, and talkative with a comedic, actively adventurous spirit. He often gets quite rowdy while on the job, especially when he’s working with Tarma or when his best friend and queerplatonic partner accompanies him for a significant portion of their team missions. He also seems genuinely proud of himself and the hard work he has done, despite his self-esteem issues.
He cherishes his flamboyant and extremely cuddly Domestic Shorthair, Perifa. Perifa boasts copper eyes and a blue-black, reddish-orange, and white calico coat, which he diligently brushes. She was a heartwarming birthday gift from Tarma, received prior to the Survival Island Occupation. He finds comfort in spending quality time with his cat, affectionately referred to as his "dramatic little princess”. He enjoys engaging in playtime, giving gentle pets, and even using soothing baby talk to calm his feline companion. He's easily offended by people who rudely insult cats, going as far as to comfort the insulted feline and silently glaring at the person who uttered such words.
He’s in a polyamorous queerplatonic relationship with Fio and Tarma, a bond that satisfies his deep-seated longing for emotional intimacy. He’s close friends with Trevor, regularly mentoring him in computer skills like reading binary code and enjoying social time together, but their occasional marijuana use has raised concerns due to Marco's pre-existing unhealthy smoking habits. He holds Tequila in high esteem, recognizing his pivotal contributions to the success of the Regular Army and S.P.A.R.R.O.W.S. special forces unit. He deeply values his wisdom, open-mindedness, fatherly demeanour, and exceptional covert agent skills. He dislikes accompanying Nadia on shopping trips because her constant meddling and overly inquisitive nature frustrate him.
He once had a vision of creating an artificial intelligence, dubbed Adaptive Learning Interface for Cognitive Engagement (ALICE), that could mimic human development, emotions, and personality. However, he abandoned the project due to concerns that it could become rogue if provoked incorrectly, and he felt uneasy about the notion of being a "father" to such a being. He views his computer programs solely as practical tools, designed to fulfill specific purposes, rather than as "children" with distinct identities. As a result, he developed a skeptical view of artificial intelligence being fully human. This stems from his understanding that the emotions and unique personalities exhibited by AI are the result of intense programming. In his opinion, genuine emotion and personality require the physical and mental growth that comes with human ageing and development, something AI systems lack.
This has led to rocky tension between him and MS-Alice because he struggles to fully accept her as a sentient AI with realistic human emotions and growth. He finds it particularly unsettling that she sometimes confuses him with her original creator, whose memories she can't fully recall. However, over time, he comes to regard her as a daughter, treating her with increasing respect and moving beyond the notion that she's merely a tool to aid him in his duties and other tasks.
Having never experienced raising children, he had always doubted his ability to provide love and be a good parental figure because he was consumed by his own interests and mental health issues. But everything changed when he adopted an abandoned young girl and felt an obligation to provide parental care for the toddler. With the guidance and support of his friends, he discovered valuable parenting skills and named his new daughter Midori. He transformed into a loving, supportive, and overprotective father, dedicated to ensuring her happiness and safety. He made it a point to offer wise advice, hoping to spare her from his own past mistakes.
He found immense joy in watching Midori form close bonds with his friends, affectionately regarding them as uncles, aunts, and grandparents. He was particularly grateful for the ways his friends nurtured Midori's passions: Tarma and Alisa encouraged her interest in engineering, while Walter and Trevor fostered her love of music. He can't imagine a world without his adoptive daughter, who has brought him a newfound sense of purpose and motivated him to become a better father while overcoming his personal hardships.
Whenever he's had too much to drink, he starts to act rowdy, easy-going, overly affectionate, and clingy. When sexual activity is mentioned, he reacts with extreme discomfort as he finds it to be disgusting. He’ll either become nauseous or start gagging, displaying expressions of strong distaste towards the person discussing the topic. If he unexpectedly encounters someone engaging in sexual activity, he often experiences a panic attack, feeling lightheaded and overwhelmed. In such situations, he usually tries to seek comfort and support from a trusted individual to talk to and receive a reassuring hug. This experience may also trigger unpleasant thoughts related to sexual matters, leading him to fear that he's somehow perverted and disgusting. He'll only lose his temper with others if they say something extremely rude to him or his friends, intend to hurt his loved ones or tell him blatant lies. Although he tends to have a pessimistic outlook on life, he sometimes manages to see the brighter side of things. 
He has a sleepwalking habit, often accompanied by vivid dreams of fighting or killing someone, which greatly annoys and frightens Tarma, who’s frequently the target of these nocturnal episodes. When sleepwalking, he's known to mumble and attack anyone who attempts to interfere with whatever kitchen knife is in his hand. The only way to wake him is to strike him hard across the face, jolting him awake and leaving him briefly gasping for air. He resents being hailed as a war hero due to his intense aversion to fame and his conviction that conflict should prompt sombre reflection, not glorification. He believes that every commander should have a thorough understanding of their subordinates and colleagues in order to maximize performance and effectively control the enemy's movements. He dislikes flirtatious advances and has low tolerance for complaining, bullying, and excessive talking, which can trigger irritability and extreme defensiveness. He feels uneasy with romantic inquiries and is secretly intimidated by Gimlet, whose relentless verbal aggression and frequent heated confrontations leave him on edge. He has a commanding presence that demands respect, and his consistently serious demeanour can make him seem intimidating and unapproachable to others.
He's incredibly introspective and prone to questioning the intentions of his friends and his own worthiness of having meaningful friendships. He defines his masculinity by embodying traits like physical strength, courage, independence, leadership, and assertiveness. However, he makes a conscious effort to avoid toxic masculinity by ensuring his behaviour doesn't harm others' feelings or self-worth. Despite this balanced approach, he admits to having some vanity regarding specific issues he considers unbefitting of his ideal masculinity, such as sagging pants and carrying toys, as he sees these as detrimental to personal dignity. Whenever he encounters a pair of glowing red eyes, he's either deeply unsettled or irresistibly drawn to them, captivated by their aura of curiosity and command. This hesitant fascination occasionally leads him to wander aimlessly until it directs him to a destination of its choosing.
He’s a consequentialist who believes people's actions are judged by their consequences. He thinks it's more logical for individuals to prioritise not causing harm to others and maximising the welfare of both themselves and others over personal gain. In his view, everyone should act in ways that benefit themselves and others, taking into account fully informed and rational preferences. He believes that all conflicts are gradually moving towards equitable unification and collective strength for humanity, paving the way for a new era free from violence, hate, and political corruption. From his perspective, all life forms have the capacity for destruction, and if their creative drive is surpassed, it can lead to severe consequences, ultimately undermining the act of creation.
Backstory: Marchrius Dennis Rossi was born on April 13, 2005 in Twin Falls, Idaho, United States. His mother, Kharissa, was an at-home researcher for a secret government project, and his father, Salvatore Rossi, was stuck in a dead-end office job. His mother never fully discussed her secret project, citing classified information, but revealed that it involved monitoring military activity for the U.S. government. His father took schooling in the field of computer science, but he had to drop out due to high costs and find a job to support his lower middle-class family, so he ended up working in the tech department of his dead-end office job. His parents had a distant relationship, having had Marco in the hopes that a child would bring them closer together and mend their broken marriage. However, they often ignored each other and frequently got into heated arguments that resulted in broken items and things being thrown. Kharissa would often storm out of the house to unwind with a couple of drinks.
Kharissa had never wanted Marco, viewing him as an unplanned consequence and a responsibility that hindered her career. She often berated Marco for being useless and annoying, even going so far as to say that he should've died in her womb. She wasn't afraid to strike him across the face or drag him into his bedroom, locking him in there until just a few minutes before his father came home. She threatened to leave him on the street if he ever told his father about what she did to him, which made him unusually taciturn and secretly fearful of the other terrible things Kharissa might have in store for him. Meanwhile, Salvatore provided unwavering support and care, while his mother was neglectful and emotionally absent, hiding her true behaviour behind closed doors. Although he found his son to be a little odd, he thought he was perfect in his eyes and would do anything to keep him safe. But despite this, Marco shocked his parents by exhibiting a fast-growing intelligence at a very young age.
From the moment he opened his eyes, he muttered his first word, "daddy". He learned how to walk at 3 months old and showed advanced motor skills by 5 and a half months. He skipped object permanence altogether and completed his first crossword puzzle at just 1 year old, astonishingly understanding political terms. By the age of 2, he had memorised all 50 U.S. states and read two books in their entirety, demonstrating a profound understanding of their documented subjects: jurisprudence and psychoanalysis. By 4, he was answering calculus-level questions and describing his feelings about endangered animals in zoos with sophisticated vocabulary.
From the age of 2, he would occasionally see a pair of glowing red eyes in darkened corners or places drenched in darkness. He described them as always watching him and swore that they belonged to a living, breathing creature that seamlessly blended into the darkness. When he turned 5, he created an imaginary friend as an excuse to enjoy his alone time and avoid befriending the children who frequented the local park. He was often bullied by the local neighbourhood children, who saw him as a lonely freak unable to stand up for himself due to his immense shyness. His mother frequently intervened with a fearsome wrath that terrified the bullies, dragging Marco back to the house and fiercely berating him for being a coward. Alternatively, he would run home in tears where he was either scolded by Kharissa or comforted by Salvatore. This imaginary friend was named "Jubby", and Marco often drew him, depicting him as an anthropomorphic snow leopard with golden eagle wings, Komodo dragon legs, and a face covered in a ball of black scribbles.
Before he turned 6, his neglectful mother, Kharissa, grew fed up with how "weird" he was. She was also annoyed by his persistent fear of a glowing pair of red eyes that watched him occasionally and his uninterested attitude towards forming connections. While Salvatore was away from home, Kharissa took matters into her own hands and packed her belongings. Before leaving, she noticed Marco standing before the basement door, which was wide open. She investigated and saw the same glowing pair of red eyes, which terrified her.
Believing that Marco was attracting an evil spirit, she pushed him down the basement stairs and locked the door, hoping to contain the perceived threat. Abandoning Marco, she left the house, leaving him absolutely terrified. Marco attempted to cope with the trauma by conjuring up Jubby, but he claimed that his imaginary friend never came to his aid. This painful realisation marked the day he began to harbour resentment towards his mother, feeling unappreciated, unloved, and viewed as a burdensome presence in her life. When Salvatore returned home and discovered that Marco was trapped in the basement by Kharissa, he was infuriated. His father attempted to track down Kharissa, but it was too late. He decided that finding her was the least of his worries and instead focused on comforting his son, listening to everything he had to say about what she had done to him. This included the time when he was 4-years-old and accidentally wet himself, prompting Kharissa to angrily smash an empty wine bottle over his head. This traumatic event instilled in him a lasting fear of heading down into dark basements alone.
During his time in grade 1, Marco struggled to make friends and often looked sad when he saw other children with their mothers, a concern his father noticed. To cheer him up, his father brought home a Turkish Angora with a black, orange, and white fur coat, which sparked Marco's love for felines. As a result of his childhood cat's fondness for eating bugs, he affectionately named her Grubley. At the age of 8, his father introduced him to the world of computing, igniting a passion for computer science that would last a lifetime. Salvatore was always supportive of Marco and his passions, encouraging him to excel in school, chase his dreams, and make the most of the opportunities life has to offer.
Marco knew he had an uncle, but his father forbade him from seeing him. Salvatore had warned him that his uncle was untrustworthy due to his con artist lifestyle and struggled with alcoholism. However, he was permitted to visit his aunt and grandparents, who were incredibly kind. They encouraged him to appreciate nature and the simple things in life, rather than spending all his time on the computer. He has fond memories of his grandfather teaching him how to barbecue. His grandmother, an immigrant from Italy, taught him some Italian and often shared photographs she had taken in her home country before moving to the United States.
His father unknowingly sparked his interest in the Tuatha Dé Danann, an ancient race of demigods that existed before all life, and two antediluvian places, Atlantis and Ultima Thule. He would silently observe his father spend a short amount of time researching these fascinating topics when not working. Marco would eventually discover that he has a slight hint of Tuatha Dé Danann DNA, leading him to wonder if others might also have ancestral ties tracing back to the Hadean Eon.
He was bullied by many students for being perceived as "friendless" and for having an abnormally high intelligence, leaving him feeling isolated. A few students attempted to befriend him, but he rebuffed their efforts, fearing they would eventually abandon him. He also struggled to connect with them on an intellectual level, feeling like an outsider. During high school, he was involved in a few physical altercations, but he typically managed to defuse the situations with his words or, if necessary, defend himself relentlessly. In his spare time, he mastered the unconventional art of drunken-style boxing, giving him an edge in self-defence. He got into serious trouble a couple of times whenever he defended himself with violence, often resulting in him leaving home early to avoid being stuck in detention with "rude, idiot students" or facing a week-long suspension. This always worried Salvatore, who knew that Marco absolutely hated school and struggled to form meaningful relationships with others. Occasionally, they would argue about Marco's school fights with Salvatore voicing his frustrations about how it seemed like he wasn't trying to get to know other people better. Despite his school troubles, he excelled in all his classes and achieved outstanding grades in mathematics and computer science courses.
Before graduating from a state technical high school, Salvatore died due to health complications caused by Huntington's disease. Shortly after, Marco's beloved cat, Grubley, peacefully passed away in her sleep. Marco was devastated by these losses, compounded by the shocking revelation that his father had been secretly battling Huntington's disease without ever sharing his struggle with him. The last gift his father gave him was a red-orange laptop, which was intended to be a graduation present. Rather than letting the tragedy consume him, he transformed his grief into a driving force, cultivating resilience and independence. To move forward, he made the difficult decision to distance himself from his remaining family, seeking to leave the past behind and forge a new path.
He began developing artificial intelligence to engage in online debates and sophisticated computer software, including anti-viruses and error-checking tools, as a means to earn a living and hone his programming skills. He went so far as to meticulously rebuild and upgrade the desktop computer in his father's old office at home, enhancing both its design and performance. Marco decided to attend officer's school at the Academy of Special Technologies and subsequently joined the prestigious Peregrine Falcons Squad shortly after graduation.
Once he joined, he was trained under Colonel Hart of the Peregrine Falcons Squad, a well-respected technique instructor in the Regular Army, and Chun Yutetsu, a combat school instructor. Marco feels immense regret for destroying the Iron Nokana because Chun Yutetsu was inside, suffering a horrific death of being burned and crushed alive. To make matters worse, Colonel Hart revealed to him that Chun Yutetsu had joined the Rebel Army after General Morden held his daughter hostage and threatened to kill her unless he piloted the Iron Nokana and provided them with crucial data on the SV-001. Marco describes Colonel Hart as a golf enthusiast and a good friend of President Marx who will never forgive General Morden as a human being and only wishes to take his last breath.
Unlike many of his peers, he quickly distinguished himself through his exceptional leadership skills, computer expertise, and the successful dismantling of several global criminal organisations, including a Yakuza group that meddled in European affairs. His achievements and well-liked reputation among his comrades and superiors earned him the position of the 1st Lieutenant of the P.F. Squad. This was also when he met Tarma, forming a fast friendship after discussing their interests, reminiscing on their childhoods, and having a couple of beers. Tarma was his first real friend, whom he holds dear, despite viewing him as a “maniacal gearhead”. Through his friendship with Tarma, he discovered the value of having friends and stepped out of his comfort zone to befriend the other members of the P.F. Squad and Regular Army. He would also gradually develop a queerplatonic relationship with Tarma as he deeply cherished their friendship and came to realise that it filled a void of emotional intimacy left by his father's passing.
When the Amadeus Syndicate served as the scientific and medical branch of the Regular Army, Marco met Doctor Amadeus, the organisation's founder and Nadia's clone mother. They had a cordial relationship, and Doctor Amadeus was particularly impressed by Marco's exceptional computer skills. She intended to leverage his talents for a bioengineering experiment focused on developing the ultimate bioweapon, which he would later encounter during the White Baby Crisis.
During a battle against a Mafia-associated terrorist attack in Minnesota, he sustained severe injuries that nearly left him paralysed and resulted in significant blood loss. He was rushed to one of the state-of-the-art medical facilities that belonged to the Amadeus Syndicate, where he received treatment and underwent surgery to repair his injuries. As Marco attempted to rest after surgery, Doctor Amadeus forced herself upon him to collect semen and DNA samples without his consent, an experience that left him severely traumatised. The experience was so distressing that Marco tried to suppress the memory, inadvertently forgetting much of the history and purpose of the Amadeus Syndicate in the process. He also swore his revenge to kill Doctor Amadeus one day for what she did to him. As a result of this event, he began to act strangely anxious and slightly aggressive when in a hospital or near Nadia for prolonged periods of time.
During the first coup led by General Morden, with the aid of his superiors, he scraped together the remnants of the Earth Federation military forces to reassemble the P.F. Squad, S.P.A.R.R.O.W.S., and the Regular Army. Marco became the main leader of the governmental resistance against General Morden. After witnessing the troubling disaster faced by the Regular Army, Marco and his team began preparing a desperate counterattack with the hope of recovering or destroying the captured SV-001 tanks and defeating the Rebel Army. Over a period of two months, the available Regular Army forces pooled their resources to initiate the offensive, which included approximately 3,000 infantry soldiers, 50 aerial combat airplanes, 200 heavy tanks, and around 30 Metal Slugs. The offensive commenced in the spring of the same year with simultaneous attacks, and the Regulars quickly achieved several early victories.
Marco and Tequila determined that the first crucial attack needed to take place at the Villeneuve Mt. System, given the large number of Rebel Army troops stationed there. The 29th infantry division of the Regular Army and the 11th armoured division were deployed for a coordinated strike. The battle for the Villeneuve Mt. System became the pivotal point of the campaign. Marco, Tarma, Tequila, Red Eye, and Gimlet led the charge, and their surprising assault quickly annihilated the Rebel Army forces. Following this defeat, Rebel Army morale plummeted, and their front began to disperse. Marco and his team were subsequently rotated out of the Villeneuve Mt. System to reinforce the Regular Forces in Europe. This entire incident would be recorded in the history books as the Asian Theatre.
As Marco's team was approaching Gerhardt City, about to leave and head towards the base of operations of the Rebel Army, disaster struck. General Morden, Sagan, Logan, and a large group of Rebel troops ambushed them, seizing the opportunity to decimate the remnants of the P.F. Squad, S.P.A.R.R.O.W.S., and Regular Army, leaving Marco with mental and physical scars that would haunt him forever.
Marco endured unimaginable suffering at the hands of General Morden, Allen O'Neil, and the Rebel soldiers, who brutally tortured him, gouged out his left eye, and severed his left arm. After experiencing a strange tingling sensation of familiarity, General Morden realised that Marco possessed Tuatha Dé Danann heritage. Intrigued, he discreetly collected DNA samples from Marco, which would later be utilised by the Amadeus Syndicate for experimentation in bioengineering and advanced military technology. The cruelty continued as Morden forced Marco to witness the slaughter and torture of his comrades and friends. Devastated by the losses and horrors he experienced, Marco teetered on the brink of giving up. He was even convinced that his best friend, Tarma, had perished, plunging him into a deep depression. 
However, Tarma managed to escape the Rebel Army's clutches and staged a daring rescue, reuniting with Marco, breaking him free from his imprisonment, and fleeing to the safe border of Gerhardt City together. With Tarma's emotional support and his own newfound rage, Marco found the strength to keep fighting. Before confronting General Morden, Tarma constructed his prosthetic left arm using technological debris and cutting-edge medical technology available to the Regular Army. However, it took him a couple of weeks to adapt to his new limb, during which he often accidentally crushed food cans, water canteens, tank controls, and weapons. Together, they became legendary heroes, ultimately defeating Morden and restoring world peace. Marco's bravery earned him the rank of Major, but he soon grew to resent his war hero status as he realised that the media often glorifies conflict.
Shortly after the Great Morden War, Marco created a computer virus for fun, which inadvertently spread to the Regular Army's mainframe server. The virus destroyed several security systems, compromised the lowest echelons of the Regular Army, and nearly triggered the launch of a nuclear missile. Fortunately, a military scout named Trevor, whom Marco would meet later just before his recruitment into the P.F. Squad, managed to stop it. He refuses to discuss this potentially disastrous incident, even after a few too many beers.
He continued to lead the P.F. Squad together with Tarma, regarding him as the true linchpin of the elite task force within the Regular Army. Marco joined forces with Tarma, Fio, and Eri for a second mission to thwart General Morden's second coup. Although the mission technically failed, as they captured a Mars Quotidian troop from the Pipovulaj disguised as General Morden, the Regular Army's higher-ups deemed it a success nonetheless. This moment got on Marco's nerves as he deeply desired to see General Morden brought to justice and face the full consequences of his actions.
Following this success, Marco attempted to resign, but his higher-ups quickly denied his request. They insisted on his participation in a mission to eliminate the remaining remnants of the Rebel Army and other operations addressing threats to global peace such as the Pipovulaj.
After the Survival Island Occupation ended, Marco, Eri, and a contingent of Regular soldiers, led by a commanding officer, were sent to the South Pacific training island. Their mission was to investigate Rebel disturbances and scout for any surviving cadets. To his surprise, Division 6 and some cadets had already dealt with the Rebel issue and made it out alive. Marco personally congratulated them on their effort, shaking Walter's hand. This gesture left Walter overjoyed, nearly to the point of fainting. However, Marco was annoyed by Walter's excessive admiration and interest in him.
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light-wrath-paradise · 2 months ago
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Animorphs book club: Book 7 + Megamorphs #1
Okay my friend and I are behind the schedule again but hey better late than never. First I gotta say:
Damn Book 6 brought us psychological horror, in Book 7 get ready for...ELDRITCH HORROR 🎉🎉🎉
Book 7
Jesus Christ Rachel really can't catch a break, huh? I keep repeating this but it's fascinating that the other characters all universally think that Rachel is fearless and that she WANTS to fight and that she WANTS to go into the battle, while Rachel herself fights tooth and nail to crawl OUT of that role. Xena the Warrior princess is a role forcibly assigned to her against her will because hey if you break a few of her bones the shoes fits just fine! If you melt her spine just enough she fits the mold. Rachel yearns to be normal. Rachel yearns for a normal life, she's scared, she's torn, she's depressed, she wants to run. But, to her misfortune, she is also the person to say "I'll do it" when a difficult task is at hand. She's the person to say "I see nobody feels too excited about this, but it's fine, I can do it!" Rachel, despite what she might seem like to the others, is kind. She's kind and she enjoys the thrill of pushing herself to her limits, and that combination makes other misinterpret her as someone fearless, someone who WANTS to do the things she forces herself to do through the fear, someone who WANTS to fight, someone who is a natural-born warrior. Rachel is a natural-born competitor. Not a fighter, not a warrior, not a weapon, not a soldier or a knight or a fearless paladin. Just someone who gives it their all and enjoys giving it their all. Someone who loves to turn every activity into a game of chess against something (gymnastics are a game of chess against her body, shopping is a game of chess against the stores and their prizes, flying is a game of chess against the wind and sometimes even against whoever you're flying with).
And the funny part is, I'd love to say that Marco was fully wrong when he said something along the words of Rachel only being able to live for the battle, but...I agree with Rachel's own doubts about the inaccuracy of the statement. The thing is...right now...even though Rachel doesn't want this, even though she is afraid, even though she WANTS an out, she WANTS to quit and live a normal life...would she...would she actually be able to? It seems to me that Rachel is becoming increasingly incapable of readjusting to a "normal" life. It seems to me that Rachel is increasingly becoming "too good" at what she does, and by that I mean war, being a weapon, fighting aggressively, brutally, viscerally. DESPITE her wishes, which is the most important part of it all.
Anyway I love Rachel. Have I mentioned that I love Rachel?
Aside from that, kinda insane for a god to just show up and put the main cast in a psychological saw trap lmao. He really was like "Yeah so anyway I do actually want you to fight but I will pretend that I do not but if you give me the wrong answer I will simply ignore you lol."
I love Cassie but listen her immediately going "Yeah I agree with the EnvironmentalistTM" was a huge faux pas. Girl. Girl. You have no proof, no evidence, no thing, god just shows up and claims that everything is set in stone and all of you just believe him and YOU believe him the most. Ok. Cassie. Please. I mean I would get her decision if they had proof that he wasn't saying bs but you can't just...you can't just go "Oh yeah god over here says that we are all doomed but that a few of us can be saved in his ZOO so I vote for that." Like I love her but that was not her strongest moment.
Just a funny snippet but I found the canteen scene kinda funny when you look at it from the POV of a random Controller. You're sitting in your ugly-ass canteen. There is a gray rectangular plate in front of you. God it's fucking fries again. They don't know how to make fries at all. You're starting to suspect the cooks might be Taxxons and their taste buds must be busted, more busted than those of the usual Taxon anyway. You contemplate picking one up with your fork, but instead you just sit there, dissecting it with that instrument of metal, watching the mushy insides spill out. Suddenly, the insides of a Taxxon in front of you also spill out.
My friend also pointed out that while The Ellimist was like...disembodied, it would have been funny as hell if he had been physically there, hiding under the table or something. I bet the Controllers in the canteen aren't paid enough to care. I mean they aren't paid at all but you get the idea.
Also damn the future was unhinged. Poor Rachel. However, I do want to congratulate her for punching Visser 3's lights out. The Ellimist should have let her do that for a bit longer. Like no no let her. She needs the enrichment. Which reminds me. Uh. The bird BBQ. What the fuck was that. What the fuck. What the hell. Jesus Christ.
I might start counting the war crimes happening in this book series btw. I'll make nice little columns, one for every group/faction, and count their war crimes.
Megamorphs #1
Visser 3 domesticating Veleek like:
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In love with the way the Yeerk in Chapman seems to have like. actual brain cells. He refuses to tell Visser 3 anything because he understands that Visser 3 is a huge petty drama queen that will kill his own soldiers for no reason at all. He's the biggest proponent of not telling Visser 3 anything since ever and it's so funny but also like. Actually incredibly rational. Also him telling the other Yeerks what to do if Visser 3 actually gets demoted like:
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Okay shitposts aside, damn fucked up that they control the police. I mean. It makes sense, don't get me wrong, I'd be really disappointed if they didn't control the police, that'd be a piss poor goddamn tactic, but it's still messed up. Funnily enough this is literally how a lot of irl cults operate. The ones who isolate themselves from society don't, obviously, because they're isolated, they don't need to, and frequently don't even want to. Though sometimes they do need to but eh it depends. But cults that operate in cities, in towns, in villages, they DO. They commonly have members in the police force and, if they can, in the city hall as well. The more they manage to snag, the better. They do need someone to turn a blind eye to their antics, after all, or to encourage them. A hospital and the police force, classic. Okay the hospital is not mandatory but they do love shit like that. Hospitals, charities, self-help groups, therapy groups, programs for disadvantaged youth, soup kitchens, hell even seemingly unrelated shit like community gardens or flower shops.
really interesting to see what happens to people whose parasites die. I felt horrible for the woman in the woods. It must be terrible especially considering she got controlled first and then made her husband and kids into Controllers. They are, presumably, still Controllers. How do you cope with that? How do you cope with being the only one who made it out? Animorphs is, in the end, a war story, and this is just what can happen to survivors of war. The Yeerks, The Sharing are, in the end, a cult, and this is just what can happen to those who make it out of a cult. There's a special kind of guilt in it, especially when they used to control your mind. When they told you how to feel and how to think and what to do and how to dress, when the line between your thoughts and their thoughts gets muddied more and more until it becomes nothing. It's not the same as being controlled by a parasite, of course, there's a bit of a...different comparison to make there and that one is not specific to Animorphs. But regardless, when you forget about the literal mind control, the literal thoughtspeak, it is like a cult that controls your mind. That's not just MY bullshit either, I mean, in Book 7, they do refer to the site of the Kondrona pool as an altar or a religious place of sorts (can't remember the exact words), and in the book Visser (that's uuuh 35.5? I don't rember) Edriss...does start a literal actual cult. The Sharing is a literal actual cult. As far as the invasion on Earth goes, the military aspect cannot be separated from the religious aspect, at least as far as the Earth invasion goes, you can consider the mind control to be the same as being heavily influenced or even brain washed by a cult. I think I had a point to make but I had this in the drafts and I don't remember what my deal was.
I'd like to say something about the amnesia but uh. Sometimes it do be like that for me so I...have problems with really seeing it as horrifying because I'm used to it? Like damn, Rachel, sucks for you I guess. That's how it be for me every once in a while, so uh get a demo of my life I guess?
I...I think Cassie might be face blind. Considering she thinks all blonde girls look the same. And considering she wasn't sure if Chapman was Chapman (though that may have been due to the fly morphs). Like. Cassie. Girl. I think you might be a bit face blind.
"DO YOU HATE TRASH CANS?!"
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revenant-coining · 1 year ago
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Marcosongic
(pt: Marcosongic /end pt)
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(id: a rectangular flag of 5 centered and evenly-spaced concentric circles. colors in order, outermost to innermost are black, dark red, red-pink, yellow, and white. in the center of the middle circle is a dark red symbol of two connected eighth notes. /end id)
Marcosongic; a gender connected to the song “Marco” by Binki.
etymology; marco, songic
for anon!
tagging; @radiomogai, @thecoffeecrew404
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1lostsoul0fishbowl · 2 years ago
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do u have any sibling headcanons for Max and Eddie?
like maybe activities they do together or shenanigans they get into?
Okay first of all I LOVE YOU for asking this, because I live and breathe the Munson-Mayfield Sibling Agenda! 😄 I have a zillion headcanons for them but here are just a few:
They made up their own secret code language and absolutely refuse to explain it to anyone else. Eddie won’t even tell Chrissy what the code words mean.
They have their own private walkie-talkie channel, which they immediately change if one of the other kids manages to find it.
They talk every single day. Even if it’s only for two minutes, a quick “Hey. You doing okay? Alright, great. Catch ya tomorrow. Love you.”
In the Lostsoul Universe, Max escaped Vecna with only one arm badly broken. While her arm was in a cast, Eddie would brush and braid her hair for her every morning before school. He was actually a little sad when she finally got the cast off and could do it herself again, so every now and then she still asks him to do it for her.
Whenever they go grocery shopping together they play a game where they try to sneak something weird into the other person’s cart without them noticing. Five points if they don’t notice until the checkout line. Ten points if they accidentally buy the thing. They’ve kept a running tally for over a year now, and Max is winning 35-5.
If Eddie loses Max in the store, he will absolutely scream “MARCO!” at the top of his lungs. And as embarrassed as she is, she never fails to holler back “POLO!”
They both love McDonald’s and they eat there, as Chrissy says, way too often. Eddie introduced Max to dipping fries into a milkshake, and Max taught Eddie to put the hash brown right into the middle of the Egg McMuffin.
They also play a game called “my sibling’s an expert”. It involves going to the flea market and waiting to be approached by a seller. Some lady will innocently say “would you like to buy a picture frame?” And Eddie will immediately respond “oh, my sister’s an expert on picture frames!” and then Max has to make up some ridiculous facts about why frames are always rectangular and never square. Or at the homemade jellies table Max will casually tell the old couple “you know, my brother’s an expert jelly checker” and Eddie has to convince them not only what a jelly checker is but that he definitely is one. 25 points to whoever makes up a plausible sounding story without laughing. 50 points if they can get the seller to believe it.
Before Mystery Science Theater 3000 was a thing, Eddie and Max had perfected the art of wisecracking and riffing on movies. They actually got banned from the local movie theater for talking too much and distracting everyone around them. Before renting a movie, sometimes Chrissy will make Eddie swear to just keep quiet and let her watch without adding his own dialogue. More than once she’s threatened to duct-tape their mouths shut.
Eddie sometimes forgets that Max isn’t actually his biological sister. Once an old lady in the grocery store asked him where his sister got that lovely red hair, and Eddie spent a few minutes trying to think if he had any ginger relatives before he remembered.
Max, on the other hand, never forgets that Eddie isn’t actually her brother, and worries a lot about him replacing her. Finally Eddie made up a set of fake adoption papers, formally adopting her as his little sister “until the end of time”. He set up a ‘courtroom’ in the Harrington’s living room and had Hopper act as the judge and made it into a whole big thing. They goofed around and acted silly the whole time until Hopper formally pronounced them siblings. Then they both started crying.
I could seriously go on and on but I’ll stop here - thank you again for the fun ask!!!
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joseandrestabarnia · 1 year ago
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Título: Cinerarium con tapa Artista/Creador: Desconocido Fecha: alrededor del 20-40 d.C. Medio: Mármol Dimensiones: 42 × 45 × 39,5 cm (16 9/16 × 17 11/16 × 15 9/16 pulg.) Lugar: imperio Romano (Lugar creado) Cultura: romano Número de objeto: 72.AA.113 Títulos alternativos: Cofre cinerario (título alternativo)
En el siglo I d. C., las cenizas de los muertos se colocaban a menudo en un cinerarium (cofre cinerario) de mármol, que se exhibía en un nicho de la tumba familiar. En este ejemplo, la decoración, que incluye flores y pájaros, simboliza la fertilidad y el renacimiento.
El frente y los lados del cofre están encerrados en marcos. Hay pies pequeños en la parte delantera. El borde inferior es más ancho a los lados y se apoya directamente en el suelo.
Una tabula rectangular con un marco moldeado se coloca en la parte superior del frente en el medio. Debajo, hojas de acanto forman una copa de la que emergen dos volutas. El primer bucle de cada pergamino contiene una flor. Los rollos terminan en un cáliz de hojas en el segundo bucle. Las flores se encuentran en las esquinas inferiores, mientras que, en la parte superior, un pájaro se posa en el lazo superior de cada lado. Estas aves giran hacia el centro mientras picotean los tallos.
Los lados izquierdo y derecho de la urna son iguales. En el medio, que surge de una copa de acanto, un motivo de hojas lleva un pequeño cráter en la parte superior. Dos pájaros se sientan a beber en su borde. Los rollos de hojas se extienden desde la copa de acanto y forman tres bucles en ambos lados. En el lazo más bajo hay una flor, el del medio tiene hojas y los frutos superiores (?). También hay dos flores a los lados entre los bucles superior e intermedio. En el extremo izquierdo hay dos flores que crecen fuera de los rollos.
La tapa combina una forma de techo con un frontón y una forma de altar con volutas. El hastial está enmarcado por una banda torcida, y en la parte superior, también con una hilera de dentículos. Dentro del marco del hastial, dos pájaros beben de un cuenco. En las esquinas hay conchas de las que sobresalen cabezas de leones. Hay una flor en cada una de las volutas. En las enjutas entre el hastial y las volutas, palmetas. Encima del techo, hojas y frutos. Una franja corre a lo largo de la cumbrera del techo, y otra divide los dos lados.
(Descripción según Koch y Wight 1988)
Información e imagen de la web del Getty Museum.
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coeus-moon · 2 years ago
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Hola Hola, he realizado una edición básica a una imagen. Solo he utilizado los comandos; Ctrl + C ; Ctrl + V (Copiar y pegar). Y las opciones en "Capas" > Combinar Capas (luego de haber posicionado una imagen sobre la otra para hacer el efecto espejo). Por ultimo con la ayuda de la herramienta "Marco Rectangular" he encerrado la zona que quiero rellenar con el contenido. Apretando "Clic Derecho" > Rellenar...
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cachuland · 3 months ago
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Del otro lado del sueño
La casa estaba en la colonia Morelos, un lugar tranquilo, ya sabes, de esos barrios viejos con alma de vecindad, pero que todavía conservaban algo de dignidad. Nuestra privada era como un microuniverso: cerrada, callada, con casas que parecían pegadas con prisa, como si alguien hubiera querido acabar rápido una maqueta. Nada fuera de lo común… al menos eso creíamos.
Nosotros llegamos cuando yo tenía como seis meses de nacido, pero esto que te voy a contar pasó varios años después, cuando tenía seis o siete. Lo raro es que mis papás siempre nos ocultaron cosas. Como que no querían que pensáramos mal de la casa. Pero con el tiempo soltaban pistas. Mi mamá, por ejemplo, un día dejó escapar que desde que se mudaron, la casa tenía “detallitos”. Y con detallitos no se refería a goteras, ¿eh? Más bien a cosas que no sabías bien cómo explicar. Cosas que te hacían sentir observado sin que hubiera nadie. Fríos raros. Puertas que se cerraban solas. La clásica.
Mi papá viajaba un chingo por trabajo, así que a veces pasaban días sin que lo viéramos. Cuando se iba, yo aprovechaba para colarme en la cama con mi mamá. Me daba paz dormir ahí, como si la cama de los grandes fuera un fuerte inexpugnable.
El cuarto de mis papás tenía forma rectangular, un rectángulo largo y medio mal iluminado. La cama en medio, cabecera pegada a la pared. A los lados, dos burós idénticos, con lámparas que ya ni prendían bien. Había espacio suficiente para rodear la cama, lo cual se me hacía sospechoso, como si en algún momento alguien —o algo— necesitara caminar por ahí en la madrugada.
Una de esas noches pasó. La noche. Ya estaba dormido, acurrucado del lado derecho de la cama, el lugar de mi papá. La habitación estaba oscura, tan oscura que ni los contornos se distinguían. Sólo había una lucecita terca, la de la videocasetera que teníamos frente a la cama, debajo de la tele. Un verde aqua que parpadeaba las 12:00, como si no le importara el tiempo, como si esa casa estuviera atrapada en una medianoche eterna.
Yo me desperté. No sé por qué. Como si alguien hubiera entrado a mis sueños y me hubiera jalado de regreso a la realidad con una cuerda invisible. Abrí los ojos y lo primero que vi fue ese destello verde, constante, cansado, casi hipnótico.
Y de pronto, algo. Con el rabillo del ojo. Un movimiento, una presencia. Giré la vista despacito hacia la puerta, esa puerta que nunca se cerraba del todo. Y ahí estaba ella.
No sé cómo explicarlo sin que suene a cuento de terror barato, pero no era una persona, ni tampoco una aparición como en las películas. Era más bien como una sombra con forma de mujer. Una figura recargada contra el marco de la puerta, delgada, como de unos 1.70, con el cabello cortito, apenas rozándole los hombros. Pero todo era sombra. Y aun así, sabía que me miraba.
No tenía ojos. No tenía rostro. Pero la muy cabrona me estaba viendo.
Me paralicé. Literal. Ni pestañear podía. Sólo la vi moverse lentamente, como si no tuviera prisa, como si supiera que no tenía a dónde ir. Se incorporó del marco, apoyó la mano derecha, y luego comenzó a caminar hacia mí.
El corazón me explotaba en el pecho, pero ni eso podía sacarme del trance. Sus pasos eran silenciosos, como si flotara. Y lo más jodido es que no le podía quitar la vista de encima. Fue hasta que se paró justo a mi lado, a un respiro de distancia, que reaccioné. Me di la vuelta de golpe y empecé a mover a mi mamá, como si con ella pudiera espantar todo.
—Mamá… mamá…
Ella, medio dormida, prendió la lámpara del buró. Y, por supuesto, ya no había nada.
No le conté nada. Sólo le dije que había tenido una pesadilla. Me metí entre sus brazos como si tuviera cuatro años otra vez. Ella me abrazó sin preguntar mucho, acariciándome la cabeza. Al cabo de un rato, apagó la luz, y todo volvió a quedar en sombras.
Pero yo ya no dormí. No podía. Me quedé toda la noche con los ojos abiertos, clavado en la puerta, esperando —o temiendo— que ella volviera.
Y aunque no la volví a ver, esa noche me enseñó algo: hay cosas que no necesitas entender para saber que son reales.
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turkcool · 3 months ago
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scaparato · 7 months ago
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Manufactura de exhibidores
Manufactura de exhibidores fabricados para darle un aire renovado a su tienda o lugar de instalación. La calidad excepcional en la manufactura de exhibidores para lugares comerciales nos posiciona como líder en el sector. La producción y venta directa de mobiliario para tiendas es una característica que tiene Scaparato. Por eso, nos dirigimos a comerciantes minoristas, instaladores, cadenas de franquicias a gran escala. Nuestros expertos pueden ofrecerle asesoramiento completo sobre el mobiliario y la creación de tiendas. Ya sea para diseñar una nueva sala de exhibición o renovar una tienda existente, ofrecemos un servicio personalizado. Para aprovechar al máximo los espacios y darle confort a su cliente, mejorando los artículos en exhibición. Por otra parte, utilizamos paneles construidos a detalle en la elaboración de sus exhibidores con repisas. Asimismo, estamos especializados en la producción de sistemas de muebles modernos con rigurosos estándares de calidad. Le damos una solución óptima para amueblar todo tipo de sitios comerciales, desde boutiques de moda hasta grandes mercados. El mobiliario modular personalizado es fácil de montar y se adapta al diseño de su tienda actualmente. Por lo tanto, son innovadoras para la preparación de superficies comerciales para cada categoría de productos. Son excelentes para tiendas de ropa, mobiliario para zapaterías o incluso telefonía. ¿Busca un mueble que haga ver su estilo de marca? Nos ocupamos de la construcción de su mobiliario en cada detalle, con especial atención al diseño y la practicidad de los espacios. Ofrecemos soluciones a medida, desde el diseño hasta el montaje. Realizamos proyectos completos, que consisten en paneles, exhibidores o estanterías. Con nuestra intervención ya no tendrá que preocuparse por cómo configurar su punto de venta de una manera funcional. Acérquese para que nuestros asesores le brinden el apoyo correcto para la fabricación del mueble que esta buscando. Invierta en mobiliario que le garantiza larga longevidad y excelentes precios para usted. Fabricación de calidad en nuestros materiales Hay momentos memorables en los que ha ido a la ciudad y vio algunos de los hermosos productos que se muestran a través de algunos muebles de exhibición. Están alojados detrás de un cristal, principalmente llamado muebles de exhibición. Los exhibidores juega un papel muy importante para garantizar que las personas sean realmente atraídas a comprar algo o mostrar algo de una manera excepcionalmente hermosa. Esto puede verse como uno de los principales beneficios de tener muebles de exhibición dentro de su tienda. La instalación de exhibidores es un evento sin pretensiones, a primera vista. Así son las cosas. Para ensamblar la estructura de acuerdo con el esquema, utilizando componentes listos para usar, puede cada hombre que sabe cómo trabajar con un destornillador y llaves. Pero diseñar, marcar, fabricar bastidores con estantes es una tarea que requiere conocimientos y experiencia especiales. En scaparato presenta las mejores soluciones integradas para pisos comerciales, galerías, pabellones comerciales y de exposiciones, muebles para centros comerciales, salones de comunicación, salones de belleza y otras organizaciones dedicadas al comercio y al sector servicios. Los muebles minoristas de exhibidores le permiten demostrar los productos con gran comodidad para los compradores. Si es necesario, los muebles tipo isla se pueden mover fácilmente a otra ubicación. Mención especial merecen los paneles económicos. Son listones rectangulares que se unen a las paredes o a un marco de isla. Las ranuras se encuentran a lo largo de toda la longitud de los paneles. En estos orificios se insertan soportes, retenedores, ganchos colgantes, abrazaderas, varillas, perchas y otros accesorios con bisagras para acomodar los bienes correspondientes. Los paneles económicos son fáciles de instalar y asequibles, permiten utilizar eficazmente el espacio útil y presentar visualmente los productos a los clientes. Los soportes de panel universales se ensamblan en varias versiones. La manufactura de exhibidores comerciales resolverá los problemas de distribución competente y racional del espacio comercial, así como diversificará el interior. Nuestros expertos le ayudarán a elegir los muebles más adecuados para las organizaciones comerciales, teniendo en cuenta los detalles y las capacidades presupuestarias del cliente. El valor de los muebles comerciales es difícil de sobreestimar: ¿es posible imaginar una tienda decente sin escaparates, bastidores o pufs, donde una persona podría sentarse a esperar un ajuste? La comercialización, al igual que la publicidad, es el motor del progreso, y es mejor organizar los bienes de acuerdo con los planes y programas dados. ¿Y cómo organizarlos si no hay artículos para exhibir en el punto de venta? Lo primero en lo que piensa un emprendedor responsable y competente a la hora de abrir una tienda es en el mobiliario comercial. Tipos de exhibidores Si hablamos de las características de diseño en la producción, en primer lugar, podemos distinguir gabinetes-vitrinas, que se pueden utilizar para acomodar productos alimenticios y no alimenticios, así como vitrinas-mostradores, más utilizados en tiendas y pabellones de alimentos para la venta de alimentos. Por separado, se deben destacar las estructuras de refrigeración: en primer lugar, se pueden atribuir aquí los contenedores para la venta de helados y productos congelados, así como los contenedores comerciales del tipo "pescado sobre hielo". Al mismo tiempo, los refrigerados pueden ser tanto vitrinas-mostradores como gabinetes. La mayoría de los puntos de venta utilizan exhibidores de vidrio en su trabajo, ya que son óptimas para mostrar los productos a un comprador potencial. Es importante tener en cuenta no solo la apariencia de los productos y su concepto estético, sino también la conveniencia y la practicidad de uso. En exhibidores típicos podemos añadir estanterías, puertas, cambiar el tamaño y el color. En la forma ensamblada, los muebles comerciales se pueden mover de manera segura después de quitar los estantes de vidrio y asegurar las puertas. Si tiene su propia visión, diseñaremos, fabricaremos y ensamblaremos sus deseos. Los exhibidores es la misma herramienta publicitaria que los banners y otra publicidad exterior. Solo debe mirar ejemplos del diseño de escaparates para asegurarse de esto. Enviamos e instalamos en todos los estados del país, en el espacio comercial o institución que su negocio lo requiera. Personalizamos todos nuestros modelos según las necesidades e imagen corporativa de su marca. Llámenos hoy mismo y permita que nuestros asesores especialistas lo asistan en su proyecto comercial de manera exitosa. Read the full article
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alumisur · 8 months ago
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Cómo Decorar un Espejo Rectangular Sin Marco: Guía Completa y Creativa
1. Aplicación de Vinilos Decorativos
Los vinilos adhesivos son una opción económica y versátil para decorar espejos sin marco. Puedes elegir entre patrones geométricos, diseños florales, frases inspiradoras o estilos minimalistas.
Cómo aplicar vinilos en tu espejo:
Limpia bien la superficie del espejo para garantizar una buena adherencia.
Elige vinilos autoadhesivos con diseños que combinen con tu decoración.
Aplica cuidadosamente el vinilo, asegurándote de eliminar las burbujas de aire.
Consejo: Esta opción es ideal para baños, ya que muchos vinilos son resistentes a la humedad y fáciles de reemplazar.
2. Crea un Marco con Materiales Reciclados
Si buscas un enfoque sostenible, utiliza materiales reciclados para construir un marco decorativo. Además de ser ecológico, esta técnica permite crear un diseño único y personal.
Materiales sugeridos:
Madera reciclada o palets para un estilo rústico.
Cartón grueso pintado para una opción económica.
Trozos de azulejos o mosaicos para un marco colorido.
Pasos básicos:
Corta el material seleccionado a las dimensiones del espejo.
Lija los bordes para un acabado suave.
Pinta o barniza según el estilo que desees.
Fija el marco al espejo usando pegamento fuerte o silicona.
Inspiración: Un marco hecho con trozos de madera reciclada o mosaicos puede añadir un toque artístico a tu decoración.
3. Decora con Cintas Washi
La cinta washi es una opción económica y personalizable que te permite cambiar el diseño de tu espejo tantas veces como quieras. Disponible en una gran variedad de colores y patrones, es perfecta para decoraciones temporales.
Cómo hacerlo:
Limpia los bordes del espejo para garantizar una superficie lisa.
Coloca las cintas creando patrones geométricos, rayas o bordes decorativos.
Combina varios diseños para un efecto más dinámico.
Ventaja: Este método es perfecto para personas que disfrutan renovar la decoración frecuentemente.
4. Agrega Flores y Elementos Naturales
Las flores, ya sean naturales o artificiales, pueden transformar un espejo rectangular en un punto focal romántico o bohemio.
Materiales necesarios:
Flores artificiales de buena calidad.
Pistola de silicona caliente.
Cinta adhesiva para fijar flores naturales temporalmente.
Instrucciones:
Selecciona flores que combinen con la paleta de colores de la habitación.
Pega las flores en los bordes del espejo, cubriendo solo una sección o todo el perímetro.
Agrega hojas o ramas para un toque adicional.
Consejo: Usa flores naturales para ocasiones especiales y cámbialas según la temporada.
5. Incorpora Iluminación LED
Las luces LED son una adición funcional y moderna que puede darle un toque sofisticado a tu espejo. Son ideales para baños, dormitorios o vestidores.
Pasos para instalar tiras LED:
Compra tiras de luces LED autoadhesivas.
Colócalas en la parte trasera del espejo, siguiendo el contorno.
Conecta las luces a una fuente de energía cercana.
Beneficio adicional: Las luces LED aportan una iluminación suave que crea un ambiente acogedor.
6. Pintura para Vidrio: Un Toque Artístico
Si tienes habilidades artísticas, la pintura para vidrio te permite personalizar tu espejo con diseños únicos. Puedes optar por patrones abstractos, flores, o incluso mandalas.
Cómo pintar tu espejo:
Limpia bien el vidrio y aplica cinta adhesiva para delimitar las áreas a pintar.
Usa pintura especial para vidrio y un pincel fino.
Deja secar y aplica una capa protectora si es necesario.
Tip creativo: Combina colores metálicos como el oro y la plata para un acabado elegante.
7. Decora con Yute o Cuerda
La cuerda o el yute es una opción excelente para un estilo rústico o náutico. Es económica, fácil de trabajar y muy decorativa.
Pasos para aplicar:
Aplica pegamento en los bordes del espejo.
Enrolla la cuerda o el yute alrededor del espejo, cubriendo todo el perímetro.
Añade detalles como nudos decorativos o colgantes para un toque adicional.
Inspiración: Esta técnica es ideal para decorar espejos en casas de playa o ambientes campestres.
8. Marcos de Conchas Marinas o Piedras
Si amas el estilo natural o tropical, decora los bordes de tu espejo con conchas marinas o piedras pequeñas.
Instrucciones:
Limpia bien las conchas o piedras antes de pegarlas.
Usa silicona caliente para adherirlas al borde del espejo.
Crea patrones simétricos o distribuye las piezas de forma aleatoria.
Dónde usarlo: Perfecto para baños o casas junto al mar.
Consejos Adicionales para Decorar Espejos
Mantén la funcionalidad: No cubras demasiada superficie del espejo para no sacrificar su utilidad.
Hazlo resistente: En zonas húmedas, como el baño, usa materiales impermeables y adhesivos adecuados.
Sé coherente con el entorno: Asegúrate de que la decoración del espejo combine con el estilo general de la habitación.
Conclusión
Decorar un espejo rectangular sin marco es una manera creativa de darle personalidad a tu hogar. Ya sea utilizando materiales reciclados, luces LED, pintura o flores, las posibilidades son infinitas. ¡Anímate a transformar tu espejo en una obra de arte única que refleje tu estilo y creatividad!.
Aluminios del Sur hn Plaza Inretur, Final Av Los Próceres, Tegucigalpa 01504 Teléfono: 8847-8257 Correo: [email protected]
Flores para decorar espejos
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comprargafasdesol · 8 months ago
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Consejos y Recomendaciones para Comprar Gafas de Sol
Las gafas de sol son más que un simple accesorio de moda; son esenciales para proteger nuestros ojos de los dañinos rayos UV del sol. Con tantas opciones disponibles en el mercado, puede resultar abrumador elegir el par adecuado. Aquí te presentamos algunos consejos y recomendaciones para ayudarte en el proceso de compra.
1. Protección UV: La Prioridad
Antes de pensar en el estilo o el precio, asegúrate de que las gafas de sol ofrezcan una protección adecuada contra los rayos ultravioleta (UV). Busca gafas que indiquen que bloquean el 100% de los rayos UVA y UVB. Esto es fundamental para proteger la salud de tus ojos y prevenir problemas a largo plazo como cataratas o degeneración macular.
2. Elige el Color de las Lentes
El color de las lentes no solo afecta la estética, sino también la funcionalidad:
Lentes Grises: Reducen el brillo sin alterar los colores, lo que las hace ideales para actividades al aire libre.
Lentes Marrones o Ámbar: Aumentan el contraste y la profundidad, perfectas para deportes y actividades en la nieve.
Lentes Verdes: Proporcionan una buena percepción del color y reducen el deslumbramiento.
Lentes Espejadas: Ofrecen una mayor protección contra el deslumbramiento y son ideales para condiciones de mucha luz.
3. Escoge el Tipo de Lentes
Polarizadas: Reducen el deslumbramiento de superficies reflectantes, como el agua o la nieve. Son ideales para conductores y amantes de actividades acuáticas.
Transicionales: Se oscurecen en la luz solar y se aclaran en interiores. Son una opción versátil para quienes no quieren llevar dos pares de gafas.
Lentes de Alta Definición: Mejoran el contraste y la claridad, ideales para conducción o deportes.
4. Ajuste y Comodidad
Es crucial que las gafas se ajusten bien a tu rostro. Asegúrate de que no se deslicen por la nariz ni ejerzan presión en las sienes. Considera los siguientes aspectos:
Tamaño: Deben cubrir bien el área de los ojos sin dejar espacios por donde pueda entrar la luz.
Peso: Busca gafas ligeras para mayor comodidad, especialmente si las llevarás puestas durante largos períodos.
Material: Los marcos de plástico suelen ser más ligeros, mientras que los de metal ofrecen más durabilidad.
5. Estilo y Forma del Marco
Las gafas de sol deben complementar la forma de tu cara. Aquí tienes algunos consejos básicos:
Cara Ovalada: Prácticamente cualquier estilo funciona, pero los marcos cuadrados o geométricos son especialmente favorecedores.
Cara Redonda: Busca gafas con marcos angulares o rectangulares para alargar la apariencia de tu rostro.
Cara Cuadrada: Los marcos redondeados o suaves ayudan a equilibrar las características.
Cara Corazón: Los marcos más anchos en la parte superior y estrechos en la inferior, como las aviador, son ideales.
6. Investiga las Marcas y Garantías
Opta por marcas reconocidas que ofrezcan garantías de calidad. Lee reseñas y busca recomendaciones de otros usuarios. La calidad suele estar relacionada con el precio, así que no escatimes en protección y durabilidad.
7. Compra en un Lugar de Confianza
Adquiere tus gafas de sol en tiendas confiables, ya sea en línea o físicas. Verifica la política de devoluciones en caso de que necesites cambiar el producto.
8. Cuidados y Mantenimiento
Una vez que tengas tus gafas de sol, cuídalas adecuadamente. Limpia las lentes con un paño suave y guárdalas en un estuche cuando no las uses. Evita dejar las gafas expuestas al calor, ya que esto puede dañar las lentes y los marcos.
Conclusión
Comprar gafas de sol puede ser una experiencia gratificante si tienes en cuenta estos consejos. Recuerda que la protección de tus ojos es lo más importante, así que elige sabiamente. ¡Prepárate para disfrutar del sol con estilo y seguridad!
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alexamarierodriguez · 8 months ago
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El Panteón de Roma: Un testimonio de ingenio y luz
ARQU 4211-001 / Prof. Isado
Autores:
Gabriel A. Fontánez Rivera
Rubí Soto Ortiz 
Andrea S. Gómez Díaz 
Alexamarie Rodriguez Monge 
El Panteón de Roma es una de las estructuras más emblemáticas de la arquitectura clásica. Este originalmente fue encargado por el cónsul Marco Agripa. Sin embargo, tras un incendio, la versión que se conserva se construye en el 126 a. C. sobre la anterior y fue encargada por el emperador Publio Elio Adriano, mayormente reconocido como Adriano. Este templo, aunque se desconoce con exactitud a quien fue dedicado, se entiende que es a alguna deidad relacionada al sol, debido al papel que ejerce la luz en este. Por otro lado, aunque ha pasado por una larga historia y usos que han afectado el estado de esta obra, esta ha perdurado y demuestra el gran ingenio que tenían los romanos y como su arquitectura era capaz de responder tanto a un lenguaje funcional como simbólico.
        Uno de los aspectos que más destaca de sí es su geometría, ya que rompe con la ortogonalidad que existe en muchos de los templos clásicos de la época. Esto al hacer uso de la esfera que permite generar este espacio central sumamente jerárquico que es el que ocupa la cúpula y el óculo. Para acceder a este espacio, primero se deben pasar por otros dos, uno de estos siendo un pórtico rectangular, luego una bóveda semicircular hasta llegar al espacio de la cúpula circular. Lo cual a su vez genera una secuencia. Otro aspecto para destacar de éste es su materialidad. Este utiliza granito y mármol egipcio y hormigón, que es el único material con el que se hace la cúpula.
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        El Panteón destaca por su innovadora cúpula de grandes dimensiones, inspirada en los avances matemáticos griegos y egipcios, y su óculo que permite que la luz del sol se mueva dinámicamente por el espacio, iluminando diferentes elementos arquitectónicos. Su interior rechaza el modelo oscuro tradicional de la cella, representando a Júpiter a través de la luz en lugar de una estatua (se entiende por el momento que es a esta deidad a quien se le dedica el templo). La estructura se compone de un pórtico con columnas y un vestíbulo porticado, además de escaleras que conducen a espacios perforados en la estructura cilíndrica. Este edificio simboliza la unión de los ámbitos divino e imperial, influenciado por cultos misteriosos y un notable interés por la experimentación arquitectónica. Originalmente, se accedía al interior a través de una escalera de cinco peldaños que conducía a este impresionante espacio.
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        El Panteón de Roma se erige como un testimonio perdurable del ingenio arquitectónico romano, fusionando funcionalidad y simbolismo de manera excepcional. Encargado por el emperador Adriano tras un incendio, este templo destaca por su innovadora cúpula y el uso de la luz, elementos que rompen con los paradigmas de la arquitectura clásica. La geometría esférica y la secuencia de espacios que conducen al interior subrayan su carácter jerárquico, mientras que su materialidad, que incluye granito y mármol egipcio y hormigón, resalta la maestría técnica de la época. A través de su diseño y su historia, el Panteón no solo celebra lo divino y lo imperial, sino que también refleja un profundo entendimiento de la interacción entre el espacio y la luz, consolidándolo como una de las obras más significativas de la arquitectura antigua.
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osgohomemexico · 9 months ago
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Con un guiño a la estética retro, la silla de acento Jace destaca por sus líneas modernas y su presencia acogedora.
Este sofá sillón cuenta con un respaldo curvo en forma de U y está sostenido por tres resistentes patas de madera de fresno que cuentan con un marco rectangular abierto que refleja la estética elegante de la silla.
🔗Silla decorativa Jace: https://osgohome.com/mx/product/163201
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gizchinaes · 9 months ago
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Huawei Mate 70: El nuevo diseño de bordes cuadrado que revolucionará el mercado llega el próximo mes
El 7 de octubre, se han desvelado detalles interesantes sobre la serie Huawei Mate 70, que promete importantes cambios estéticos. Se espera que dos modelos de esta nueva serie cuenten con pantallas micro-curvadas de 1.5K y marcos rectangulares, manteniendo el módulo circular en la cámara trasera. Este enfoque diferente en el diseño marca un cambio significativo respecto a las tendencias…
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joseandrestabarnia · 2 months ago
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Título: El rapto de Europa Artista/Autor: Rembrandt Harmensz. van Rijn (Holandés, 1606-1669) Fecha: 1632 Técnica: Óleo sobre tabla de roble Dimensiones: Sin marco: 64,6 × 78,7 cm (25 7/16 × 31 pulgadas) Con marco [Dimensiones exteriores]: 77,2 × 93,7 × 5,4 cm (30 3/8 × 36 7/8 × 2 1/8 pulgadas) Cultura: Holandés Firma(s): Centro derecha, sobre piedra: «RHL [en ligadura]. van / Rÿn .1632» Número de objeto: 95.PB.7 Marca(s): Reverso: arriba a la izquierda, etiqueta rectangular amarillenta, con borde negro, impresa en negro: «THOS AGNEW & SONS / [escrito en negro:] «3458» En En las Metamorfosis, el antiguo poeta romano Ovidio contó una historia sobre el dios Júpiter, quien se disfrazó de toro blanco para seducir a la princesa Europa y alejarla de sus compañeros, llevándola a través del mar hasta la lejana tierra que llevaría su nombre. Durante su larga carrera, Rembrandt rara vez pintó temas mitológicos. Aquí transmite una historia narrativa a través de gestos dramáticos y efectos visuales. Desconcertada, Europa agarra el cuerno del toro, hunde los dedos en su cuello y se gira para mirar a sus compañeros en la orilla. Una joven cae al suelo y levanta los brazos alarmada, dejando caer en su regazo la guirnalda de flores destinada al cuello del toro, mientras su amiga se junta las manos con consternación y observa con impotencia. El cochero de arriba se pone de pie y mira horrorizado a la princesa que se va. Al fondo, una ciudad envuelta en niebla se extiende a lo largo del horizonte, quizás sirviendo como una alusión a la antigua ciudad de Tiro, así como a la Ámsterdam contemporánea. La oscura espesura de árboles a la derecha Contrasta con las regiones rosadas y azules del mar y el cielo. La luz del sol se filtra entre las nubes y se refleja en el agua, pero el cielo tras los árboles es oscuro y amenazador. Rembrandt, maestro de los efectos visuales, se deleitaba describiendo las variadas texturas de los suntuosos trajes y los brillantes reflejos dorados del carruaje y los vestidos. Información e imagen en la página web del museo, Getty.
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