#Ant-Control-Delta
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So I've been reading Triangle Agency...
For those not in the know: Triangle Agency is a new weird/corporate horror TTRPG heavily inspired by things like the X files, Delta Green, and Control. You work as agents for the titular organization which sends you out to stabilize reality by dealing with various paranatural Anomalies.
Don't think of this as a review, until I sit down at a table and play this system over a few sessions I won't be able to tell you how well it actually works. What I can tell you is what the game is trying to accomplish with its storytelling and mechanics, and what it's trying to do is interesting.
Unlike a lot of TTRPGs I've read, triangle agency is not interested in giving you a system that you can use to tell whatever story you want. Instead I can compare it to a tabletop version of a choice heavy videogame like Disco Elysium or Bg3: where engaging with the story/mechanics will lead you to one of the endings the authors prepared for you. This is not to say the system is inflexible, that you can't put your own spin on it, GMs can design missions however they want, and player choice is a major focus, but as long as you're playing the game you're furthering the meta story.
As such, this might be the first game that I'd consider running out of the box with only pre-prepped adventures, which is shocking considering how much of a homebrewer I am. Instead, I'd be interested in putting a group of players in this game and just seeing what it does to them, though it'd have to be a very specific group of players than my regular ol gaming group.
The ideal Triangle Agency player is one that's got a primary focus on storytelling over mechanics, who're interested in making big narrative swings happen as a result of their choices. They also need to be comfortable with improv storytelling, as the primary means of interacting with the game requires a quick " what if" session to justify how you're moulding reality into a new shape:
Where another game might have you roll your character's strength for something as simple as kicking down a locked door, Triangle Agency has your party brainstorming a reason why the door would be weak enough for you to kick down in the first place: IE the building has a termite problem, and the hinges were subject to poor storage conditions by the contractor who installed the door. Then you roll. If you succeed, the door is knocked down, the building has a termite problem and has *always* had a termite problem, and an entire human being, Gary the negligent contractor, has been spoken into existence. You are likely to meet him on your next mission.
In many ways this is explicitly like Blades in the Dark's flashback mechanic, except made an explicit part of the game world. Your characters have the same reality distorting abilities of the Anomalies they're hunting, and they have to be careful lest they delete whole swaths of their life trying to angle for a better roll.
This is where we get into Triangle Agency's focus on character, and the secondary requirement that players be the type to get invested in their eldritch business blorbo as they are subjected to various corporate horrors™. This is a game interested in change whether it manifests as choice, trauma, or metamorphosis, and the ante for these interactions is your player/characters investment in the world. Part of this is with your character's contacts, NPCs who are as essential to an agent's build as their anomalous superpowers or their job with the Agency. To give extra weight to these relationships, each one is portrayed by another player at the table, which I thought was an ingenious way to not only take the burden off the GM, but also to give players more screen time even when their primary agent is off stage.
That leads me to the genius primary progression mechanic: The choice between whether to spend time with your Agent's contacts, focus on their Agency job, or delve into the eldritch truth of their powers, and how to split their finite time off between them. Here we get player choice, story, and mechanics all tied together in a neat little package as progression along any of these tracks unlock new abilities while also revealing more and more of the game's secrets. Possibilities for the game's story open up/are blocked off specifically with how the players choose to personally spend their XP, and if that's not a feat of game design ( or more aptly, craft) I don't know what is.
Final Thoughts: Despite having a delightful time reading the rulebook/optional mission pack (Seriously, the vibes are stellar) I don't know if I'm actually going to get to play Triangle Agency at any point in the near future. I think getting the most out of this game depends so much on finding the right playgroup for it and then pouring in enough time to unlock one of the endings. I'd want to see the mechanism of it's story/mechanics/drama play out, but doing so is one heck of a commitment.
However, if you've got a group full of storytellers that are up for the challenge and you're looking for something substantial to play next, I don't think I could recommend it enough.
I'm also going to be keeping my eyes out for longform actual plays of this one, I'd love to see what a group of performers could do with this.
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YAYY then could you do a level 2 for a mr tenna fictive, maybe also with a domestic dog kintype?? :D
Transaction complete!
Credit card level Mr Tenna from Deltarune
Name(s) :: Mr Tenna, Ant, Antenna, Tenna, Delta
Pronouns :: It/Ant/Delta/Triangle/Tri/Angle/Player/Game/Controller/TV/Television/Tele/Vision
Role :: Battery
Gender :: TVgender, doggender, gamegender CW: Eyestrain for the wiki page
Sexuality :: Demiromantic, quoiromantic, asexual
Sign offs :: 📌, 📕, 🕹️, ☎️, 📺, 🎥, 📼, 🎸, 🎬, 🌈, ⭐️, 🧵 (could also combine and mix and match)
Source :: Mr Tenna from Deltarune
Kintypes :: German Shepard, border collie, Maltese
Faceclaim :: credit to tacoisamongus on twitter

#a new withdrawal has been made#level two#build a headmate#build an alter#build a headmate blog#build an alter blog#bah blog#baa blog#endogenic#pro endogenic#pro endo#willogenic#pro willogenic#pro willo#rq dni#radqueer dni
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FTF: How Powerful Is...?
A prolonged breakdown on a character detailing all their scaling, powers, stats, skill, and abilities to determine exactly how powerful they are.
This Week's Character.....
Kris Dreemurr!
Chapters 3 and 4 provided a substantial boost to the overall power scaling of the entire Deltarune verse, so first I'll go over the scaling present in 1 and 2 to provide a baseline.
Chapter 2 provides the characters with very consistent city level feats. Namely three specifically. The creation of the Library Dark World containing an entire city, Spamton transforming an entire city into a brick wall with a city painted on it, and Noelle's Snowgrave attack creating a snowstorm, which would require City Level attack potency to generate. Easily in the Megaton ranges.
Source:
Chapter 3 alone boosts this significantly. Let's start with Ant Tenna.
Video Game Pocket Realities
My argument is that the board games that Tenna creates are qualifable as actual physical pocket realities applicable to his scaling. This is due to the fact that, whenever you encounter an enemy in game, the Delta Warriors are dragged into an actual fight with them within the game board itself, where they can get hurt and be defeated.
During one of these battles, Kris and co fight Lanino and Elnina, who control the sun and the weather itself during the battle. When Lanino leaves, the weather becomes impossibly cold. Colder than even our actual real world Earth would be if the Sun disappeared in real life. This provides further evidence that the Sun in Tenna's Boards is an actual sun.


Creating a pocket reality large enough to house an actual Sun would, at best, be a Large Star Level feat. 8.14 Foe.
Source:
This adds consistency to another monumental feat present in this chapter: The Dark Worlds as a whole can contain starry skies.
This is a feat easily landing in the Multi-Solar System Level ranges. The energy required to do this is easily superior to several million Foe. Several million supernovas.
Source:
But, that leads us to a pertinent question. Is creating a Dark World a scalable feat to begin with?
Dark Worlds:
Here is how Ralsei describes the nature of Dark Worlds.

Ralsei uses this to justify the argument that he himself isn't actually "real" but the narrative seems to go against him here.
For starters, Ralsei's devaluation of himself in service to Lightners is constantly treated as a character flaw. His spiel to Tenna about all Darkners being forgotten some day is treated as the wrong thing to say, only making the situation worse. So the notion that none of this is scalable because it isn't real is running at odds with the theme of the story.
Secondly: threats in the Dark World are real enough to hospitalize Berdly in the real world. Either by breaking his arm or putting him into a coma depending on your actions in Chapter 2. So, yes, the things present in the Dark World are real enough to be applicable to power scaling.
Basically, Dark Worlds may be "illusory" but they are made real by what Lightners see in the darkest of dark. Effectively made real by perception and the mind. A very Shin Megami Tensei plot point if I'm being honest.
However, a higher argument can be reached depending on how one interprets how time operates with a Dark World. While time still passes in the real world while you're inside a Dark World, the history of a Dark World seems chronologically impossible from the perspective of what objects appear to represent in reality.
All Darkners are real world objects transformed into sentient, sapient beings by being observed in impossible darkness by Lightners, as Ralsei states above. Thus, their memories of and relationships with any Lightners they meet are informed by interactions those Lightners have had with them in the past. However, Darkners relationships with each other don't add up in this same way.
Take Spamton and Ant Tenna for instance. These two have a well established history and an implied close relationship with each other in the past. Spamton references Tenna's stage hand Mike and Tenna has an entire hidden scene showing that he remembers and misses Spamton (even if he can't actually recognize Spamton when he sees him again). But, when you think about it, it's impossible for these two to have met before the creation of both of their native Dark Worlds.
Spamton is a spam email Noelle responded to on the Library Computer while Tenna is the TV in Kris's house. It's impossible for their real world object counterparts to have met each other before. So their established history wouldn't make much sense. While it is possible to physically travel directly from one Dark World to another, this also doesn't track, as Tenna's Dark World isn't created until after Spamton is already defeated and his arc resolved. The only way this would track is if, by creating a Dark World, you retroactively create history. Effectively making a timeline where these characters have always been sentient beings able to interact with each other every time you create a Dark World.
This is backed up by other temporal incongruities. Such as Queen and King having an established history despite existing in seperate buildings. Or Spamton having a meteoric rise in popularity within his Dark World, leading a highly successful career, and then spontaneously crashing and burning said career and getting into an accident that left him do prominently disfigured that Tenna could no longer recognize him. All while his Dark World couldn't have existed for more than a day in the Light World.
I may be thinking too hard about this. It's possible this'll all get cleared up in future Chapters or I'm just misinterpreting all of this. But, given the evidence at this time, creating a Dark World is at least a Multi-Solar System Level, possibly Universal Feat, depending on how you interpret it.
For speed, creating a pocket reality with a starry sky like what we see would require the realm to expand across 18940000000000000000 meters in 13 seconds, judging by how long it took Kris's to form in Chapter 2. That's 4860000000x FTL. Or immeasurable outright for creating a timeline, as you'd need time to exist to judge speed in the first place.
Chapter 4
Chapter 4 broadly just makes a lot of the above more consistent, establishing some extra wackiness by establishing Dark Worlds can be split into two seperate Dark Worlds across different rooms in the same building. It also establishes that Dark Worlds can not only partially revive the dead, provided objects related to them are present to be animated, but can also merge authors with their own fiction, as Gerson implies happened to him during the Secret Boss. Claiming the story "swallowed him up".

Most impressively, our heroes go toe to toe with a newborn Titan. With the prophesy making clear that the Roaring and the Titans that would be created would destroy the Earth and threaten all Dark Worlds.


Ralsei treated Berdly nearly making a second Dark Fountain in Chapter 2 as him nearly causing the Roaring and bringing about the apocalypse. So, even a single baby Titan is likely a threat the entire world, a being who cannot understand mercy and will destroy everything.
It's pretty clear Kris cannot scale one to one with this level power. Even against a baby Titan, while they could survive its attacks, they and their friends could only harm its outer shell. At best, the downscale significantly, placing them at possibly Low-Multiversal at best as of current (Dark Worlds are their own timeline and the Roaring is a threat to all of them). Even that is an extreme highball.
Kris only won through the use of outside help: Us.
The Player:
Now that I've taken time to consider it. I fully believe The Player qualifies as Outerversal under the current definition for Reality > Fiction.
For an explanation on what Outerversal means and how meta bullshit relates, here's my explanation from Gamzee vs Dave:


To summarize, no amount of stacking infinites will ever get your franchise to Outerversal. It simply transcends everything you could stack up completely. So, while the Annoying Dog wouldn't be Outerversal due to being little more than a gag, The Player is treated as a transcendent being all throughout both games.
The Soul isn't us. It's simply what we use to interact with Deltarune's world through the device Gaster connected to us with. No matter how many timez Kris smacks us with a hockey stick, they cannot hurt us. And, if we trully willed it, they could not stop us from forcing them to do terrible things, even if we break reality in the process to do it. There are simply no real consequences they can enact on us and any attempt to retaliate only hurts Kris themself, not us.
So, Kris themself is not Outerversal by any stretch. But they are possessed by an Outerversal being. This gives them access to Outerversal levels of Hax.
This includes:
Resistance to possession or mind control (any being who wants to control Kris would have to overcome our control to do so, not theirs)
Purification (of Titans, Dark Fountains, and similar darkness based enemies)
And Time Manipulation (We overwrite Kris's SAVE with our own at the beginning of the game and can reset upon death, even outside of Dark Worlds. Similarly, The Player can erase or overwrite timelines/save files on a whim)
Oh, and they can use us as a flashlight I guess.
I am keeping an eye on Dark Worlds themselves eventually proving to be Outerversal constructs. There is a lot of evidence right now indicating that they may function in such a capacity, even if I'm hesitant to apply it to anyone yet. Darkners are quite literally illusory shadows on the wall from the perspective of Lightners, is a way very similar to how physical reality is described in the philosophy of Plato's Cave. And Gerson being "swallowed by his own story" just reeks of potential Reality > Fiction transcendence stuff depending on how later Chapters play with it. But, seeing how applying it to anyone at this point would effectively be upgrading everyone in the game arbitrarily, I'm leaving the Player as the only true Outerversal entity right now.
So, here's the final tally:
Low End:
Multi-Solar System Level (0.0168 ZettaFoe)
Massively FTL+ (4860000000c)
High End:
Universal+, possible Low Multiversal (at least 2 times Universal, due to the coexistence of both Castle Town and current Light World)
Immeasurable
While possessed by an Outerversal being with access to some Outerversal hax.
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Quem tem gráfica sabe que, quando chega a hora do corte, não dá para brincar. Afinal, cliente nenhum gosta de receber materiais com as bordas parecendo obra de arte abstrata, certo?
Foi exatamente pensando nisso que uma gráfica decidiu investir na Guilhotina Linear Tiger Eco. Antes, era um sufoco: facas desalinhadas, cortes tortos, retrabalho sem fim e desperdício de papel que mais parecia confete de carnaval.
A instalação da Tiger Eco revolucionou a rotina da gráfica:
✅ Cortes precisos com resolução de esquadro em até 0,01 mm (sem precisar rezar pro esquadro ficar alinhado!);
✅ Velocidade máxima de esquadro de 30 m/min, acelerando muito o trabalho;
✅ Mesa cromada com colchão de ar, facilitando o manuseio e evitando riscos no papel;
✅ Sistema hidráulico eficiente e seguro com componentes de alta qualidade;
✅ Assistência mecânica para troca rápida das facas, reduzindo tempo parado;
✅ Controle fácil e intuitivo pelo PLC Delta.
Resultado? Os operadores estão felizes, os gestores respiram aliviados e os clientes, agora sim, recebem produtos impecáveis.
Ah, e claro, acabou o carnaval, agora é hora de levar a produção bem a sério! Pensando em modernizar sua gráfica também? A Apolo tem a solução perfeita para você: Tiger Eco, produtividade com corte preciso! 🔗 Saiba mais: www.apolo.com.br/TIGER 📞 (11) 3164-9400
#grafica#embalagem#embalagens#caixa#caixas#papel#industriagrafica#editorial#livros#offset#editora#impressaodigital#impressão
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In canon, the Mother Box is considered to be the most powerful box with the most powerful jewels (some are questionable at best). IF you were to create the Mother Box would you still have the same kwamis or would you replace any with yours?
The thing is if I just put all the most powerful Miraculouses into one box it would be all eight of my Alphas, plus a big chunk of Elementals and Timekeepers. Which honestly sounds boring.
So to make this most interesting and balanced I'm going to have this new Mother Box mirror the canon one, so: only 19 kwamis in the box, only 2 can be Alphas, 2 Timekeepers, and 1 Elemental, the rest being Deltas. Also I want the whole Box to be powerful together, so I'm going to choose kwamis that are both powerful but support the others in the box as well.
So anyways, here's my version of the Mother Box/most powerful box:
Panda (Life)
Crow (Death)
Unicorn (Magic)
Rabbit (Evolution)
Bear (Preservation)
Butterfly (Generosity)
Peacock (Psyche)
Bee (Subjection)
Jaguar (Imperception)
Tiger (Force)
Tortoise (Knowledge)
Horse (Migration)
Mouse (Multiplication)
Turtle (Protection)
Ox (Determination)
Ant (Cooperation)
Rooster (Vitality)
Chameleon (Emotion)
Crab (Adaptation)
So while all my Alphas are technically equal in raw power, in the hands of humanity I feel Life and Death would give them the most influence. One could make themselves live forever, and kill anyone that got in their way, and that duo alone is very powerful to have. As for the Elemental I choose once again from my Forgotten Box, because my Unicorn not only can enhance and channel other Miraculouses powers, she can create Magical objects that could be used outside of the Miraculouses too.
As for Timekeepers, the first one was easy. Fluff. Fluff is so OP, even with the limitations I added in my headcanons. For the second one though, this was a harder choice, as there are a lot of powerful time-based powers (Sass's resets, my Penguin being able to freeze time) but I decided that my Bear of Preservation complemented Fluff's raw abilities the best. My Bear has the power to make points of Time unchangeable, even by the Rabbit holder. So if someone had this box they'd be able to both change Time how they wanted, and make it so no one could undo what they've done.
Now for the Deltas, this is where we start seeing more repeats from the canon Mother Box. Butterfly and Peacock are just really powerful, even with the limitations in my headcanons. Being able to give yourself an ally with powers that can fit any situation is just a good thing to have. Then the Bee, oh the Bee. Honestly probably the best Miraculous to have in a fight, being able to instantly immobilize someone is huge, and the possibility to control them only heightens that.
Then there's my Jaguar, who has the ability to become undetectable in any form, invisibility but better. Not a big offensive power, but this opens up so many tactics. To balance this I'm also adding the Tiger to this Box, because a raw form of offensive power definitely as its uses. Then Knowledge is power. So my Tortoise, Knowledge can be used in all forms of strategy, so its a good tool to have. Combo that with being able to travel anywhere... so the Horse shall join as well. I will also be adding the Mouse, because my version doesn't shrink you down but actually multiplies you, and I think we've all wished we could be in multiple places at once.
For a heavily defensive Miraculous I was debating between Turtle and the Ox, as both have great defensive abilities, but in the end I decided on both. While I wanted to try to avoid overlap I don't think these guys overlap as much as I thought. Turtle is good for Protecting a large group or area, while the Ox's power is the one you'd want to use in the field or on the front lines. Good forms of defense for different places.
With a whole box of Miraculous you're going to need a whole team, and what better team than one that is perfectly coordinated? My Ant of Cooperation can create a Hivemind between a whole group and let them share senses. Takes all of the power of every Miraculous of the box and lets them work in perfect harmony. Then add my version of the Rooster on top of this, which lets them continually provide energy to the team then they'd never tire.
For the last two I chose my Chameleon and Crab. There were several I was debating, but with the Crab's ability to summon a power perfectly suited to the situation was just good all around, and the Chameleon's power to manipulate Emotions is just a powerful tool in someone's hands, could win a fight before it even happened. There are other kwamis that could potentially be placed in and still leave this Box very powerful, but I think these 19 would be both very powerful and a very efficient team if all are in use.
In the end about half of the box ended up being canon Miraculouses (though my version of the Rooster is different, but canon's Rooster would have ended up on this list anyways), and that wasn't including Tikki and Plagg. (Though if I had included Tikki and Plagg there would be some changes, like I wouldn't have Roaar in the lineup since Plagg's powers could fill the same role.) One kwami that didn't make the cut that I kept wanting to put in was my Axolotl, whose powers can heal anything. Healing is just such a good ability, but in the end I chose not to have it because when Life and Death are on your side, you can be brought back no matter what happens to you.
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◜ haneul kang ◞
◖ɪɴꜰᴏ◗
› personaje no exclusivo. › pinterest › mar, 09 ( 23-26 años ). › estudiante ( art major, theta pi delta member, school radio ), tatuador. › bio bajo read more.
◖ᴛᴀɢ ᴅᴜᴍᴘ◗
◜haneul kang◞ , ◜haneul kang › int◞ , ◜haneul kang › album◞ , ◜haneul kang › likes◞ , ◜haneul kang › aesthetic◞ , ◜haneul kang › musings◞ , ◜haneul kang › potential plot◞ , ◜haneul ↺ name◞ , ◜◞
◖ᴅᴀᴛᴏꜱ ɢᴇɴᴇʀᴀʟᴇꜱ◗
◦ walking heartbreak. ◦ business meeting avoider. ◦ crisis drinker.
.
( + ) leal, cordial, trabajador. ( – ) complaciente, inexpresivo, timido.
perfil psicológico:
No es el mejor expresándose, pero el arte y las sesiones de terapia le han ayudado a trabajar en ello. Puede que no sea el primero en aceptar cuando necesita a alguien, pero es el primero en ofrecer ayuda cuando los demás la necesitan. A sus veintitrés años, Ha-neul aún sigue trabajando en ciertos límites de su nobleza, ha aprendido a ser firme hasta consigo mismo sobre lo que quiere, pero de vez en cuando es algo que se tiene que recordar. “Kang Ha-neul es igual de importante que otros.” “Kang Ha-neul, tú puedes
.
Kang Ha-neul. Nacido en Montpelier como el más joven de una familia coreana conformada por un padre empresario, una madre encargada del cuidado de su hogar y un hermano mayor que él por seis años.
La diferencia de edad entre el mayor y Ha-neul siempre fue notoria, por lo que su relación nunca ha sido la mejor de todas y sus intereses siempre algo distintos. Sin embargo, las comparaciones entre ambos eran inexistentes por parte de sus padres y la única rivalidad era sobre quién podía llevar a sus amigos a casa qué días.
Entre las lecciones del instituto, las nuevas experiencias y las tomas de decisiones importantes para el futuro, fue cuando su nobleza comenzó a salirse de control sin que se diera cuenta. Siempre había sido bastante bueno cuando se trataba de poner a los demás antes que a él y ocultar sus sentimientos. tomaba elecciones basándose en todo momento en lo que los demás esperaban de él y en qué era lo mejor para ellos, sin importar que esto significaba poner sus propios intereses y prioridades a un lado. Por ello, cuando el momento llegó, decidió que estudiar negocios internacionales era lo indicado; lo que probablemente su padre esperaba de él y lo mejor para el futuro de la empresa familiar.
Y fue entonces cuando todo comenzó a ir cuesta abajo.
A sus dieciocho años, las constantes visitas a los clubes y bares de la ciudad en la oscuridad de la noche se volvieron su manera de distracción para lo que se convertía poco a poco en una vida deplorable y un futuro aún peor. Lo que más le gustaba de sus aventuras nocturnas no eran las bebidas alcohólicas ni los rollos de una noche que le ayudaban a lidiar con su constante tristeza y sentimiento de soledad, sino las visitas a los estudios de tatuajes a las afueras de la ciudad. Porque claro, nunca falta alguien con delirios de gánster o lo suficientemente borracho para marcar su piel permanentemente.
La razón por la que Ha-neul se volvió fanático de asistir a dichos lugares fue la estética y las formas de expresar distintas cosas de mil maneras diferentes, lo cual en ocasiones se podía volver abrumador pero que sin embargo era bello e interesante para él. Claro que no era su primer encuentro con el arte, su familia solía asistir a exposiciones de vez en cuando e inclusive durante su adolescencia tomó clases de pintura como su programa opcional, pero a pesar de esto no existía un particular interés hacia la disciplina por parte del joven; no hasta que se vio atrapado en la constante apreciación por los diseños en paredes, papeles y pieles, y por las historias que había detrás de estos, el porqué habían sido creados y como.
El descubrimiento de su atracción al arte le hacía sentir una alegría inmensa que en aquellos días podía sólo ser provocada ( crush ). y entonces, el joven Kang tomó una determinación para su propio bienestar, la primera después de muchos años: no entraría al segundo semestre de la carrera y se iría a Nueva York a probar suerte.
Su plan, claro, era que ( crush ) le acompañase, era el momento indicado para comenzar algo más allá de una amistad, pero esto no pasó y se limitó a aceptar que era hora de dejarlo todo atrás, inclusive a su mejor amistad y primer amor, para emprender camino con su propia compañía y unos cuantos utensilios de arte que había comprado con sus ahorros.
Era como si existiera alguna regla que dijese que Kang Ha-neul nunca podría tener todo lo que quisiera, ¿acaso esta vez era el karma por solo pensar en él?. Dicha pregunta rondó su cabeza por los siguientes días, desde el momento en el que abordó el transporte que lo llevaría a su destino, de camino a entregar su solicitud de empleo a la tienda de tatuajes una semana después de su llegada y sobre todo dos años más adelante en el momento que recibió la noticia sobre la muerte de su padre.
Asistir al funeral para dar el último adiós a su padre fue duro, aún más que irse a probar suerte a un lugar desconocido, pero nada se comparaba con tener que sentarse en una sala privada con su madre, hermano y el abogado de su padre para la lectura de testamento. Con su partida meses atrás, Han-neul se había hecho a la idea de no recibir nada más por parte de sus progenitores, no sentía siquiera que lo mereciera después de haber partido sin decirles nada, pero el señor Kang no era tan duro como la mayoría pensaba, tenía un gran corazón cuando se trataba de sus hijos y esposa, además de diferentes contactos quienes le ayudaron a encontrar al menor pocas semanas después de su partida y seguir al pendiente de su vida.
Las herencias fueron repartidas respectivamente; su madre contaba ahora con el treinta por ciento de la empresa, el primogénito con cuarenta y Ha-neul con treinta y una carta al puño y letra de su fallecido padre donde le explicaba las decisiones tomadas en su testamento.
Era justo que su esposa se quedara con algo después de apoyarlo tantos años, aguantando sus charlas sobre números y contratos, al igual que asistir a reuniones sociales por el beneficio de la empresa. Estaba seguro que en un par de años tomaría la iniciativa de vender gran parte de ellas a su hijo mayor, quien aparentemente era el único que compartía su interés por los negocios. Podría haberle entregado todo desde un principio, pero algo sobre “acostumbrarse al peso de la corona” le dijo que lo hiciera de aquella manera.
Las metáforas del empresario quedarían siempre en la memoria de Ha-neul.
Por otro lado, estaba consciente del escaso afecto que el menor tenía hacía los negocios, era un hombre atento e inteligente después de todo, y por eso mismo le heredó parte de la empresa. Uno de los sueños del matrimonio era que sus hijos se graduasen, no importaba en qué, y con los ingresos que obtendría siendo dueño del treinta por ciento le sería suficiente para pagar la carrera universitaria que desease, vivir cómodamente y “conseguir instrumentos”.
¿Otra metáfora quizá? ¿O solo siendo astuto en la forma de decirle que estaba al tanto de sus nuevos intereses?.
Probablemente la segunda. De cualquier manera, el joven hizo caso a los deseos de su padre, restableció conexión con su familia y después de unos meses regresó a Nueva York para comenzar a asistir de nuevo a la universidad, esta vez eligiendo la carrera de artes visuales.
Durante el primer año su vida social no fue la mejor gracias a que evadía las fiestas a más no poder y se la pasaba en su departamento de collage town estudiando y boceteando nuevos diseños de tatuajes, ya que gracias a las redes sociales logró conseguir clientes en su nueva locación.
Al entrar a segundo año, estando un poco más establecido tanto en la ciudad como en la escuela, decidió unirse a la fraternidad universitaria como manera de conocer gente nueva. Aunque mayormente ha servido para que evite que su cuarto sea un caos lleno de sketches en progreso y botes de pintura por todos lados, debe admitir que la obligación de socializar con alguien por lo menos una vez al día le hace bien de vez en cuando.
Eso, hacer lo que le gusta, contar con el apoyo de su familia y, por supuesto, asistir a terapia. Ha sido un camino largo, y algunos días son regresivos, pero el Ha-neul de dieciocho años estaría orgulloso del progreso que ha hecho emocional y mentalmente.
◖ᴄᴏɴᴇxɪᴏɴᴇꜱ◗
› _____ Kang: - hermano mayor por seis años. - dueño del 40% del negocio familiar y quien mayormente esta a cargo de. [ open for role ]
› ( crush ): - mejor amigue de la infancia y adolescencia. - primer amor. [ open for role ]
› Amistades
› Enemistades
› Etcetera
#◜haneul kang◞#◜haneul kang › int◞#◜haneul kang › album◞#◜haneul kang › likes◞#◜haneul kang › aesthetic◞#◜haneul kang › musings◞#◜haneul kang › potential plot◞#◜haneul ↺ name◞#that's him that's my favorite boooyyy 🥺🥺🥺
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#Gamefemerides
Hace 15 años fue lanzado BioShock 2. Es un FPS desarrollado por 2K Marin y publicado por 2K Games. Secuela de BioShock, lanzado para Microsoft Windows, PlayStation 3 y Xbox 360. Sucede en la ciudad distópica bajo el agua de Rapture, el juego sucede 8 años después del original. Asume el control de Subject Delta, un Big Daddy, con el deber de luchar contra “splicers”, humanos psicóticos de la ciudad, usando armas y modificaciones genéticas. El juego introdujo un multijugador guiado por la historia, llamado Fall of Rapture, que se lleva a cabo durante la guerra civil de Rapture de 1959, antes de los eventos del 1er jueg
#LegionGamerRD #ElGamingnosune #Videojuegos #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #HistoriaGaming #GamerDominicano #GamingPodcast #Podcast #2KMarin #2KGames #BioShock2 #BioShock #PlayStation #PS3 #PS4 #Microsoft #Windows #Xbox #Xbox360 #XboxOne #FPS #Aventura
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DIVULGADOS OS PLANOS PARA O FIM DA VIDA DA ISS
CONSIDERE APOIAR O TRABALHO DO SPACE TODAY, ASSINANDO A PLATAFORMA SPACE TODAY PLUS PREMIUM, POR APENAS R$29,00 POR MÊS, MENOS DE 1 REAL POR DIA!!! https://spacetodayplus.com.br/premium/ ADQUIRA JÁ O SEU INGRESSO PARA A APRESENTAÇÃO : "SERÁ QUE ESTAMOS SOZINHOS?", DIA 17 DE AGOSTO 20H NO TEATRO GAZETA, NA AVENIDA PAULISTA, 900!!! LINK PARA COMPRAR O INGRESSO: https://bileto.sympla.com.br/event/91890/d/264513/s/1807391 Autoridades da NASA e da SpaceX compartilharam novos detalhes sobre seu plano de tirar a Estação Espacial Internacional (ISS) de órbita no final de sua vida operacional em 2030. A SpaceX recebeu um contrato de US$ 843 milhões da NASA no final do mês passado para desenvolver uma nave que atracará na ISS e a impulsionará em direção à Terra. Detalhes revelados no documento de seleção da NASA para o prêmio revelaram que apenas a SpaceX e a Northrop Grumman foram as concorrentes finais para o prêmio, com a SpaceX se destacando devido aos seus pontos fortes existentes da plataforma Dragon. A NASA informou durante uma coletiva de imprensa hoje cedo que a saída de órbita da ISS será um processo longo, e o veículo de saída de órbita atracará na estação um ano e meio antes de sua reentrada final. Após a atracação, a NASA executará uma série de verificações para garantir que o veículo esteja " saudável " . A estação levará " cerca de um ano a um ano e meio no total " para descer, com a tripulação " a bordo o máximo de tempo possível " para mantê-la saudável, revelou o oficial da NASA. A tripulação deixará a estação aproximadamente seis meses antes de sua reentrada. As manobras finais de saída de órbita da ISS ocorrerão a uma altitude de 220 quilômetros antes do veículo começar suas queimas finais de saída de órbita, compartilhou Weigel. Depois disso, levará a estação quatro dias antes do início das queimas finais de reentrada. Por causa do seu perfil de lançamento, especialmente o requisito delta-v de 57 metros por segundo, o veículo de saída de órbita carregará mais de 35.000 libras de propelente. De acordo com Weigel, embora a aquisição de um foguete leve pelo menos três anos antes do voo, a NASA pode " fazê-lo um pouco mais cedo ", mas não integrará o foguete e a espaçonave até que esteja comprometida com o lançamento. A SpaceX tem " algumas configurações diferentes na linha de produtos Falcon " para dar suporte à missão se for o caso, de acordo com sua diretora de gerenciamento de missões Dragon, Sarah Walker. Mais tarde, durante a ligação, Walker acrescentou que o veículo terá um total de 46 motores Draco. O Dragon usa esses motores para suas manobras no espaço, e eles usam combustíveis hiperbólicos. De acordo com Walker, o veículo de saída de órbita Dragon contará com " 46 motores Draco no total. Destes, "16 já estão na cápsula para controle de atitude. 30, hum, para as manobras delta-v no tronco ." Ela acrescentou que "algo entre 22 e 26 " dos " Dracos voltados para trás " dispararão ao mesmo tempo para a queima de saída de órbita para " fornecer cerca de dez mil newtons de empuxo ." Weigel, da NASA, destacou que, embora a NASA não tenha decidido a localização precisa do destino final da ISS na Terra, o Oceano Pacífico Sul é um local potencial. Quanto ao cronograma da missão, os ciclos solares desempenharão um papel crucial em ajudar a NASA a mapear os últimos dias da estação. De acordo com Weigel, " podemos controlar o lançamento do USDV, o tempo real que ele leva para então descer de onde voamos agora para aquelas altitudes finais sobre as quais tenho falado sobre a queima, essa é uma variável que tem um pouco de flexibilidade que não podemos controlar." FONTES: https://www.space.com/iss-deorbit-destroy-spacex-vehicle-18-months https://wccftech.com/spacexs-843-million-plan-to-safely-crash-space-station-in-the-ocean-revealed/ #ISS #NASA #SPACEX
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"¡Dos Aviones de Delta se Tocaron las Puntas, y Parece que Eso es Malo Ahora! ¡No lo Creerás!" Interesante artículo que he leído hoy sobre dos aviones de Delta Air Lines que 'tocaron puntas'. Al parecer, es algo realmente malo en la aviación y causa bastante revuelo. #Aviation Los incidentes de aviación siempre captan mi mente inquisitiva. Como obsesionado con los vehículos y todo lo que se mueve, siempre estoy intrigado por los incidentes que ocurren en el aire. La aviación, después de todo, es tan fascinante como lo son los coches, aunque a veces puede ser más aterradora debido a las obvias implicaciones. Así que cuando estos dos aviones de Delta "tocaron puntas", parecería ser un incidente menor para algunos, pero en realidad es una gran cosa en aviación. Resulta que hay una razón muy válida para eso. Los aviones, igual que los coches, están diseñados con propósitos específicos en mente. En el caso de los aeroplanos, los detalles de construcción de los alerones, envergaduras alares... todos son esenciales para el rendimiento del avión. Entonces, cuando estos dos aviones 'tocaron puntas', puede parecer un golpe leve, pero en teoría, realmente puede tener un efecto significativo en cómo se desempeña el avión. El ala de un avión es tan crucial como el motor de un automóvil. Imagina esto: estás conduciendo un Lamborghini y encuentras un pequeño golpe en el motor. Aunque parezca insignificante, ese golpecito podría afectar al rendimiento general del coche, ¿verdad? Lo mismo sucede con un avión, terriblemente. Ahora, visualiza esto: una milla de pista delante de ti puede llevarte a cualquier parte del mundo. Así que te das cuenta de la importancia que juega un ala funcionando perfectamente para mantenerte en el aire. Así que un golpe en el ala, por muy minúsculo que sea, podría llegar a ser un problema realmente grande. Pero, afortunadamente, las compañías aéreas no se la juegan cuando se trata de seguridad. Delta Air Lines, al igual que cualquier otra línea aérea responsable, ha retirado ambos aviones de servicio para realizar controles de seguridad. Este tipo de diligencia es algo que realmente aprecio en la industria de los vehículos, ya sea terrestre o aérea. La gente a veces se burla de las regulaciones y procedimientos de seguridad 'excesiva' – pero cuando se trata de automóviles, y especialmente de aviones, donde las implicaciones de seguridad son enormes, no se puede ser demasiado prudente. En un mundo perfecto, todos los vuelos serían tranquilos, seguros y sin incidentes. Pero como mencioné antes, cada vez que mezclas máquinas, humanos y factores externos, está la posibilidad de errores e incidentes. Solamente espero que todos los pilotos y las aerolíneas tomen en cuenta estos asuntos y sean tan diligentes como lo fue Delta al manejar esta situación. Creo firmemente que la seguridad debe ser la prioridad número uno en el mundo de los vehículos, ya sean coches o aviones. Por eso siempre me pronunciaré a favor de la seguridad y seguiré analizando y aprendiendo de cualquier incidente o error. Entonces, ¿tocar puntas en aviones es malo? Absolutamente. ¿Tocar puntas en seguridad es algo de lo que debemos reirnos? Definitivamente no. #SafetyFirst ¡Manténganse seguros ahí fuera, aficionados a la movilidad!
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Get the affordable and quality ant control services in Delta and adjoining cities at a competitive price. Just call ASM Pest Control on 604 589 5403 NOW!
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#Gamefemerides
Hace 15 años fue lanzado BioShock 2. Es un FPS desarrollado por 2K Marin y publicado por 2K Games. Secuela de BioShock, lanzado para Microsoft Windows, PlayStation 3 y Xbox 360. Sucede en la ciudad distópica bajo el agua de Rapture, el juego sucede 8 años después del original. Asume el control de Subject Delta, un Big Daddy, con el deber de luchar contra “splicers”, humanos psicóticos de la ciudad, usando armas y modificaciones genéticas. El juego introdujo un multijugador guiado por la historia, llamado Fall of Rapture, que se lleva a cabo durante la guerra civil de Rapture de 1959, antes de los eventos del 1er jueg
#LegionGamerRD #ElGamingnosune #Videojuegos #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #HistoriaGaming #GamerDominicano #GamingPodcast #Podcast #2KMarin #2KGames #BioShock2 #BioShock #PlayStation #PS3 #PS4 #Microsoft #Windows #Xbox #Xbox360 #XboxOne #FPS #Aventura
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