#Compact structure design
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lenanie1008 · 2 months ago
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Wire rope electric hoist: a powerful assistant for efficient lifting.
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nasa · 4 months ago
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Spinoffs: Space Station Innovations in Your Cart (and Heart!)
You might think NASA technology is just spaceships and telescopes, but did you know the camera in your cell phone is, too? It’s one of many NASA innovations now found everywhere on Earth.
The International Space Station has had crew living on it for 25 years straight. In that time, the space station has enabled a tremendous amount of research, helping NASA and scientists better understand long-term living in space – but it’s not just knowledge coming back down to Earth! Technologies developed for the space station and experiments conducted aboard the orbiting lab also benefit people on the planet below. Here are a few of these inventions, or spinoffs, you can find in your everyday life.
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A Sunscreen That Blocks Radiation in Space – and on Your Face
After surviving for 18 months outside the International Space Station, an extremely hardy organism is now improving sunscreens and face cream products from a cosmetics company, which licensed use of the organism from NASA’s Jet Propulsion Laboratory.
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Build Muscle With or Without Gravity
Muscles atrophy quickly in space, so when astronauts began long stays on the International Space Station, they needed some specialized exercise equipment. A resistance mechanism made of a coiled metal spring formed the basis of the first way for astronauts to “lift weights” in space. Soon after, that same design became the heart of compact home gym equipment.
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Fresh Greens Every Day of the Year
The need to grow fresh food in space pushed NASA to develop indoor agriculture techniques. Thanks to the agency’s research, private companies are building on NASA’s vertical farm structure, plant-growth “recipes,” and environmental-control data to create indoor farms, resulting in higher crop yields and better-quality produce while conserving water and energy and eliminating the need for pesticides.
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Cultivating Hearts and Knees in Space
Gravity is a significant obstacle to bioprinting cells and growing human tissue on Earth because heavier components settle to the bottoms of petri dishes. In the absence of gravity, each cell layer stays in place, which is how it’s possible to grow heart and knee tissue on the space station. The same principle also allows mixing of complex pharmaceuticals on orbit.
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Storing Oodles of Energy
NASA chose nickel-hydrogen batteries to power the Hubble Space Telescope and the International Space Station because the technology is safe, reliable in extreme temperatures, and long-lived. NASA’s improvements brought down the cost of the technology, which is now used by large-scale utilities and renewable power plants that need to store energy generated by intermittent sources.
You can read about many more products sourced from the ISS on spinoff.nasa.gov.
Make sure to follow us on Tumblr for your regular dose of space!
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cimtee · 11 days ago
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Actually. Here’s a thing.
Below: all canon physical descriptors of the characters. That I remember. And likely some that are made up bc my brain doesn’t have a working file system.
If any of them are incorrect please do let me know! And if there is anything significant I missed out, let me know that too! It will be very helpful as I finalize their designs 🙏
To be clear, my intention is NOT to be canon patrol. I love love love seeing all the different interpretations of characters. They are all so wonderful and distinctive and personal.
My own design development has been based on given details + incorporation of my own ideas, imaginings, etc. (Oft they are self-indulgent too. Always fighting the urge to put freckles and diastemas and prominent noses on every single person I ever draw)
Without further ado. A masterpost of sorts.
Edits in blue!
Blue
Race/ethnicity unspecified (personally imagine her with Desi roots, through Maura ofc. Artemus is her Welsh half. Presumably. His DNA may just be chloroplasts…) See @transronanlynch’s reblog about this. Btw all these green edits are thanks to their infodumping I LOVE INFODUMPING
Short (5’?)
Brown eyes
Short dark uneven hair, often held in place with clips
Doesn’t shave
Both her and Maura are “compact, athletic, and hard to tip over.” Strong enough for the fair bit of manual labor she does on page
Weirdo clothes (affectionate). Lots of self-made or secondhand items and layering. Look at reblog for some specifics!
Gansey
Anglo-Saxon poster boy
Average height
Light brown hair
Hazel eyes
Contacts mostly, round gold wire-rims otherwise
Straight nose
Straight white teeth
High cheekbones. I think he’s even described as having a “regal” face structure but I could’ve pulled that outta my ass
Dimples!!! How did i forget to write this. I marked it as Extremely Important the moment i read about them
Tanned and fit. Described as muscular several times and was also on the rowing team, so at the very least his upper body is strong. Apparently rowers have a pretty square build lol. Mentioned in trb that he has square shoulders actually!!
Good hair (usually styled)
Not very hairy, Ronan makes fun of him for not being able to grow a beard and Blue remarks as much at toga party
Golf club clothes fr🪦 often in brightly-colored polos. khaki slacks. boat shoes🪦🪦 fancy watch.
Adam
“White trash.” Really he is just some Creature
Tall and slim and “wiry” shoulders
He’s beautiful but it’s unconventional enough that he refuses to believe it
Dirt/sand colored hair that he cuts on his own (“close-cropped” in cdth. Nice. Always imagined he keeps it short for practicality). Perhaps he is the Sandman (google just told me the Sandman controls dreams. Idk what fucked up esotericism I just unearthed. Haha ‘earth’ like Adam’s hair. I am sleep deprived dawg what was i on about)
Blue eyes
Tanned
“Barely there” eyebrows
Prominent cheekbones
Hands - yess all these details are ringing a bell: they’re quite knobby, prominent knuckles and “thumbs that jut out boyishly” (still thnx Ronan for being rlly gay and supplying us with these highly important details)
Straight teeth (thnx Ronan?)
Alas the freckles are NOT canon but they might as well be
Secondhand uniform. Washed out/frayed. Always wears a cheap wind-up watch until he gives it to Opal in TRK. In TDT he has a dreamt watch that shows the time of wherever Ronan is
Casual: basic tees (infamous coca cola,, I think he looks so good in red tho) and jeans and cargos (wore a camo pair with the coke shirt). Has been described wearing boots. Probably sneakers too but I don’t remember a specific instance
Work: mechanic overalls for the most part. He’s often streaked and greasy from fixing cars
These three canon descriptors highly influence how I draw him: elegant, gaunt, sepia
He inherited Persephone’s tarot deck, whose cards are illustrated in pencil “vague, scratchy, and dark”
Ronan
Irish ancestry (again, presumably. He wasn’t exactly bred)
Tallest of the bunch. “Built” shoulders
Dark brown hair. Buzzed. Naturally curly
Icy/shark blue eyes
Pale skin
Thick brows
Misses one shave and looks like he crawled out of the backrooms (also affectionate)
Back tattoo (later: left arm)
Scars on forearms
Niall clone. They look the same
I believe Declan has been described with a Roman nose, and the Gray Man notes some of the brothers’ facial similarities, including their noses. In conclusion Ronan’s nose is arched in some sense. But in general his features are narrower/sharper than Declan.
Mostly black clothes. Tanks and jeans and boots and leather jackets (on the jackets: pretty sure he wears one in TDT when he’s on the run with Hennessy and Bryde. Also found a paper from when I first read trc that I wrote a bunch of descriptors on, and it said “has a biker jacket.” Not that I particularly trust my past self much). Leather bracelets that used to be Niall’s.
Incapable of wearing uniform properly. Loose tie, untucked shirt, just imagining him in the suit jacket is an atrocity
Noah
Czerny is a Slavic surname
Short
Pale. Light hair, eyes, and skin
Small eyes
Large ears yay!! I thought so but wasn’t sure enough to write it originally
Pointed, crooked nose (wonder if it was broken when he was killed?)
“Smudge” over his left cheekbone
Timid disposition, often slouching/making himself smaller. His hands often hang at his sides (it’s making me think of the typical socially-anxious “what do i do with my hands”)
Perpetually disheveled Aglionby uniform that is also perpetually on him
My guy wears Topsiders… (this makes sense but it also makes me uneasy. He’s a Vans kid in spirit. Is it even possible for him to change clothes, I have no idea. Weekends wearing Aglionby uniform would raise questions, but then again many other things should’ve raised questions too)
When he’s feeling particularly ghosty he becomes transparent/blurred/difficult to focus on. His eyes look dark and empty. The smudge on his cheek looks like an obvious injury.
Close to the end he starts lookin dead dead without Blue’s amplifying. I think bones n rotting flesh n stuff? “Soul threaded through naked bones.” Though I think what Blue perceives to be a terribly dead Noah is mainly metaphysical
Henry
Many thank to @robobee for all the Henry details (and some others above). I wrote this post at 3am and by the time I got down to Henry I was crashing out. I knew I had too little on him
Korean/Chinese
Tall!
“Glittering black hair.” Spiked but in a very deliberate Aglionby way idk
Can’t believe I for got the WICKED EYEBROWS they are literally my favorite part of his face to draw TT
And prominent cheek bones? What’s with all these boys and their chiseled faces
Wears showy clothing/accessories. “Snazzy jacket” I also could’ve sworn he wore Gucci glasses once but again my memory has a history of being fallible
Has been caught in HD in a Madonna tshirt
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hellothisisangle · 1 month ago
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This idea came from someone asking me about V’s internal organs and gastro/intestinal workings. I delved into a bit of bio/mechanical research that might make sense in the Cyberpunk world. Follow the jump below!
SomaTek specializes in manufacturing synthetic organs designed to transcend our organic limitations.
SomaTek GastroPro™
In a world ravaged by toxic food chains, tainted water supplies, and unreliable agriculture, the GastroPro™ synthetic stomach- amply nicknamed “the iron gut”- is a feat of mechanical organ replacement. Capable of digesting virtually any hazardous or non-nutritive substance without harm, while mimicking and surpassing the core functions of a natural biological system.
The GastroPro™ environment utilizes a stabilized industrial-grade acidic solution (SomaTek’s trademarked confidential blend of fluorinated superacids exceeds the hydrochloric acid and pepsin present in an organic stomach) that is non-corrosive to internal components due to reactive smart hydrogel linings. This acid bath breaks down everything: from your home cooked dinner, to food past its expiration, to actual garbage- designed to adapt to a full range of ingested toxicity. After processing, the liquified matter proceeds to a secondary chamber which is programmed with enzymatic nano filters to separate and neutralize indigestible items versus actual processable materials. *Note that the GastroPro™ is incapable of operating in isolation. The following organic systems are required to be enhanced or replaced:
Esophagus (GastroLine™) is equipped with reinforced smart hydrogel lining to withstand both caustic substances and abrasive matter. Peristaltic actuators move matter regardless of shape or size, while micro-blade emulsifiers begin compacting particularly dense or fibrous materials. Anti-reflux valves prevent acid from backing up.
Liver, Pancreas, Gall Bladder (GastroTox™ Subsystem) further supports the GastroPro™ by processing even rarer or complex toxins, capable of converting them into an array of energy for the body dependent on specific inputs. For example: chemical, electrical, first and second generation biofuel, etc. (Optional but highly recommended)
Intestines & Appendix (GastroTract™) serves as the primary absorption and release unit. Lined with nutrient-binding nanites to extract usable calories, vitamins, minerals, or chemicals. Absorption channels direct these throughout the body via embedded villi structures to the bloodstream and lymphatic system. In users with further modifications, waste may be redirected to a bypass port location of their choosing. The most popular choice being via a urinary tract.
Oral Cavity (OraPro™ Subsystem) is a customizable sum of parts that further supports the GastroPro™ with an artificial tongue embedded with gustatory receptors, reinforced cheek/gum lining, and teeth strong as chrome. (Optional but highly recommended)
Brain Chemistry (CraveShard™) the neural implant designed to be installed into the cyberdeck to simulate, regulate, or even suppress cravings. (Optional but highly recommended) The user may override urges based on their schedule and preferences, as well as control serotonin and dopamine feedback. The implant works harmoniously with receptors built into the GastroPro™ to recognize the identity of consumed materials. It can even reproduce the effects caused by ingested alcohol, hallucinogenics, opioids, narcotics, etc.
Advantages over natural digestion include immunity to internal poisoning, pathogens, parasites, and contaminants. Zero indigestion, zero allergic reaction. Accelerated enzyme breakdown. And multi-source nutrition: users can derive sustenance from otherwise indigestible materials.
Please be aware the GastroPro™ is not without its complications. Over-reliance can result in malabsorption issues if the user abuses the capabilities of the GastroPro™. Care should be taken to continuously ingest products with beneficial properties. In the event of nutrient deficits, the user’s deck will receive periodic warnings regarding nutritional supplementation to prevent systemic decline. Psychosomatic disorders may also emerge as a result of losing sensory pleasure of consumption (“digestion dissonance'”- disconnect with satiety) if the recommended OraPro™ Subsystem and CraveShard™ are not installed.
Regular care encompasses monthly detox flushes, filter replacements, nanite reseeding, and pH rebalancing treatments. All of which can be accomplished via a doctor licensed to administer Somatek devices.
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rottenraccoons · 13 days ago
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Good afternoon or evening! Making a game is quite a painstaking job, and a lot of things may not be realised or rethought. So which character has undergone the most changes (character rewrites, backstory, design changes)?
Oleander's personality had a major revision very early in pre-production! I can't talk about it in full because it's tied to stuff that'll be revealed in his later chapters, but the original Oleander concept had him as much less theatrical and his hedonism being a lot more shallow, as opposed to a deeply rooted part of his personality and philosophy.
Mugi's character design for him is what pushed him into being an outright performer (which is honestly the best thing to happen to his character!), and I realised that the Oleander I was developing for the pre-production phase made for an interesting protagonist but a lousy love interest and revised accordingly. The original concept would've had Vesper learning about Oleander via a different character while he was super distant with them, which, like... isn't a bad concept in its totality? There are types of stories where that would totally work. But really doesn't work for the romance VN format, especially with the relatively compact story structure we're using.
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boxturret · 1 month ago
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BMOP: A history of the Abandoned Koro
Now that things have all come out, and the project is well and truly over, I thought I'd take a moment to talk a bit about something I worked on in the game, the "Abandoned Koro" area, now that there's video footage of a playthrough I can easily reference.
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I suppose as a quick primer, I was with the BMOP team from around March of 2021 to November of 2022, serving as both 3D art lead and Level design lead for a time. There's a post out there about my experiences with the leadership of the team that I mostly stand by still, I do feel bad for how the project ended, and I have come around a bit to remember the positive times more than the negative, but that doesn't erase what happened.
So to begin, when I came on level design was a fairly inactive sub channel of the game development discord, some ideas got tossed around occasionally, but not much seemed to be happening, before I'd joined there was a rough map drawn up by the then current level design lead.
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It was very basic stuff, there was a version of this map in engine that had been extruded a bit to make it a kind of playable space, one area had some trees on it and some random platforms.
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One area that interested me greatly was this part in the south, the so called "Abandoned Koro"
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The rough idea being that it was the Le-Koro seen in the GBA game Bionicle: Quest for the Toa, that had been abandoned in favour of the one seen in the browser game Mata Nui Online Game and the cancelled PC game Bionicle: Legend of Mata Nui, as the one in QFTT had a lot of wooden structures while the one seen in the other two was more like a woven nest.
At the time I was just a 3d modeller, and had never really done any real level design, but the concept just really inspired me, so I went off and in blender sketched out a possible level layout for this area.
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I made a bunch of renders and wrote out how I thought the level could work, which can be seen in this document HERE.
For a quick overview, the idea was you'd enter the area, the bridge would break, you'd have to clear a river to activate the water wheel on a large mechanical tree that would allow you passage upwards, and then navigate through the Nui-Rama infested ruins of the village before coming to a cave.
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The tree was something I poured a lot of time in to, its worthy of its own post at some point in the future.
Now I'll be honest, I was super nervous about releasing this document to the team, I thought I was overstepping my bounds. I was just a relatively new 3d modeller on the team, I didn't have the right to be talking about level design, but to my surprise people were really receptive to it, and I very quickly got added to the level design team¹.
I ended up doing a rough blockout in engine. This was back in the time before Lewa had been chosen to be the main player character, so it was still Tahu.
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This was the first time I'd ever touched Unreal, so it took a while. That's why the sky is black, I didn't know how to add a skybox.
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I never got in to level scripting, but as a proof of concept, I think it was successful.
You can see that in this version of the level it had already progressed, now there was the idea of using the Pakari to break the dam, so finding it was the first task on the ground.
This version wasn't in the actual demo map, because as I said before the demo wasn't really very fleshed out at the time. One thing my map showed though was that the demo was way too big. The level design lead at the time had decided the size based on how long it took to get around the map as a perfectly flat plane with no terrain, at max run speed, with no obstacles. This is a very flawed methodology to say the least. Having an actual level with things scaled to the character really started to show the holes in this, and eventually, once I became lead, the demo area was massively shrunk.
Here's a version from just a month later. The version is now part of the new, more compact demo area, but its mostly barren at this point.
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This version was actually completely rebuilt from the ground up because it had been decided to try out voxels as a basis². They were a pain to deal with and this was overturned eventually. I'd say in total, including the 3d sketch I did, I re-built this map maybe 4 times.
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One benefit of voxels was it was trivial to have caves, so this is where the idea of the pakari being found in a cave started to emerge.
As I continued to play and refine the demo it became clear how much the movement systems would need to be tweaked. There seemed to be this idea in the team that everything could be done separately and bolted together later, so character moment was all handled by someone jumping around on some big blocks in a test map whereas level design was off doing their own thing, but it really wasn't working. So while the movement felt good in a vacuum, actually putting it in context really exposed a lot of issues. You could easily jump over any enemy you could come across, as said earlier maps had to be huge in order to make the world seem big while you were running at full speed, and after about 3 jumps you'd be 20 metres in the air.
At this point the idea still was to have the entire island of Mata Nui be one large open area you could freely explore, so the sheer size of the maps resulting from the over powered movement was a major issue. I lobbied very hard to have things pulled back and eventually they were.
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its a bit out of order, but here's the demo area from closer to when I left. Its a fraction of the size of the original map
Here's another video from a month later.
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As much as it pains me to say it, this is basically it in terms of meaningful development. By this point Lewa had been locked in as the playable character, and the movement had been dialed back to a more reasonable degree, so I was able to really start trying to refine the area. This is where I ran in to a fatal issue.
No one else wanted to play the game.
And what was worse barely anything worked.
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The level is still in what I would call a grey box state. I used a couple tree trunk assets I'd made here and there, and put in a big canopy asset from one of the many asset packs we had for a bit of ambience, but it was all still very basic geometry, easily changed or modified.
Unfortunately, there's only so much you can do for playtesting your own area. You built it: you know where everything is, what's supposed to happen, where you're supposed to go. You can try to pretend to play it as a new player, but that only gets you so far. I was hoping people on the team would play it and provide feedback³, but outside of maybe one or two people a handful of times⁴, trying to get any really feedback was was a futile effort.
The thing was that this area was very complex. If the demo was a vertical slice of the game as a whole, this area was itself a microcosm of the demo⁵. It had platforming, puzzle solving, combat, mask powers, the lot. Now unfortunately for me, barely any of those systems actually worked.
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As an example, this long ledge was for a long time a stand in for vine swinging, then rail grinding⁶, then was ultimately just replaced by a platform.
So things had kind of hit a wall. I couldn't properly design areas with combat in them until combat existed in a more stable state, I couldn't design platforming sections until platforming worked in a consistent way. I couldn't even adjust the overall flow of the level because everyone else basically refused to give feedback.
But the unfortunate thing is, in August of that year they'd released a teaser trailer.
And that trailer had gotten hundreds of thousands of views.
This is where the whole development of this game really went off the rails. Now there was this push to get things in a presentable state, start set dressing and making final assets so things could be shown off.
But I refused. Everything was too up in the air to commit to set dressing, this is why block out exists, if the jump changes height its no big issue to grab the couple cubes an area is made out of and shift them up or down, if combat is found to need more space its easy to make things bigger, or add or take away walls. If something is confusing things can be shifted. Once set dressing starts now you're dealing with dozens to hundreds of objects being scattered about, even the smallest tweak can lead to a mess.
Not to mention set dressing raised its own series of issues, from plants triggering the IK on the toa's feet, making their knees go up to their chin when walking through a bunch of ferns, to collision volumes being oversized or offset, meaning that big rock face they just added has now created a massive invisible wall in another area. Once the addition of some plants caused all ledges within a wide radius to no longer work⁷.
It was a miserable state of affairs. My mental state rapidly deteriorated as I fought against this, I became very short tempered and irritable, and eventually near the end of 2022 I was kicked from the team. It was such a relief honestly.
I think the tragic thing is, set dressing is actually quite a fast process. The starting area went from looking like this to something quite like the final in about a month?
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But you can't show off the first screenshot on twitter⁸.
I guess I'll spare a quick moment to talk about the final version seen in the video.
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Its at 46 minutes in if the link doesn't work
Its...fine? The assets they've made are all good, though I think they lost the QFTM inspiration along the way. The thing that stands out to me is just how...little its moved on from 2022. Just look how much progress was made in like 3 months, compare that to now, 3 years later. Temporary platforms I placed are still in the exact same spot. I do find the addition of a matoran with a key for the cave to be a not great addition, if only for the fact that you need to find a tiny green man in amongst the overwhelming greenery to proceed.
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One part I found quite amusing was the final enemy encounter. It was supposed to be this large hut, probably Matau's, that had been completely overtaken by a hive, and Nui-Rama would spawn constantly from it until the encounter was over.
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There were a lot of concepts drawn up, but I guess it just...never happened. I also don't know why there's waves of fikou there either, that was after my time I think.
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So that's really all I have to say about that version, it looks okay. Its still clearly unfinished. It kinda works more than it did when I left, but its shockingly not that much different, outside of some new assets.
I'll be honest, I did intend this to be more of a happy, reflective post, but when watching part of the developer commentary a quote stood out to me.
"Traditionally you would kind of have really basic blockout for an environment and play test that to see how the level design is working. Because of the the situation we had we were kind of forced to just go ahead with set dressing and prettying it up and everything so if it were in a perfect world I would have loved to have gotten to do some more play testing early on but we did what we could with it. And I mean you basically had to just blindly trust the process because many systems weren't working at the time things were designed." -AN UNKNOWN BMOP DEVELOPER (2025)
And I just fundamentally disagree. This was a fan project, there were no deadlines but those that were self inflicted. This process they blindly trusted just lead to a thing that on the surface looks okay, but is still riddled with bugs that were well known for years. I've seen some people on the team say the game was 90% completed, feature locked, just 3 more months of polish and it would have all been working, but from what I've seen of the game I really doubt it. They say themselves in the commentary that there's bugs they've been fighting for nearly a decade still rearing their head.
So yeah, its not exactly a happy tale. I'm quite proud of the work I did, I learned a lot, and met a lot of people I'm still friends with to this day. Its a shame the project had to end this way, and I'm sad everyone's work has gone to waste, but I'm also not going to pretend this was some amazing project that was struck down right before achieving greatness.
But most of all: Fuck you lego.
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If you're interested in seeing a few more of the things I worked on in my time with BMOP, go HERE. I may post more publicly about some of them in the future, who knows. I have a post about the regional Kini temple I designed and built for the game HERE. Also some renders I did for some of my game design reports HERE.
¹-I say team, it was maybe two other people who were barely around. ²-I'll be honest here: Some people wanted to have the entire map destructible so that they could have Bohrok dynamically destroy it. For the post game DLC after we'd finished this Zelda sized free fan game⁹. ³-💯👍👀 isn't helpful feedback at the end of the day. Its supportive I'll give you that. But sometimes you need more. ⁴-One person on the team even outright refused to play the game until final release, to "save their first reactions for their stream"... ⁵-idk if its clear at this point but the "demo" is, was, and now always will be the entirety of the existing game. Oh there were ideas for other things, but nothing concrete ever materialised⁹. ⁶-You know, like Sonic⁹ ⁷-The ledge's over sensitive detection for something blocking it is one of the most frustrating things about the game's development for me. ⁸-You absolutely can show off real development stuff, there are lots of people who find that fascinating. ⁹-This game was nothing if not ambitious.
You see that kind of mop is called a "Bee Mop", because of its sponge's resemblance to honey comb.
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ghettogirly · 11 months ago
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Can you create a one shot where Armando Aretas and o/c argue that Armando confesses his feelings?
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𝐓𝐄𝐍𝐒𝐈𝐎𝐍𝐒
𝐩𝐚𝐢𝐫𝐢𝐧𝐠: 𝐛𝐞𝐬𝐭𝐟𝐫𝐢𝐞𝐧𝐝𝐬𝐛𝐨𝐲𝐟𝐫𝐢𝐞𝐧𝐝!𝐚𝐫𝐦𝐚𝐧𝐝𝐨 𝐱 𝐫𝐞𝐚𝐝𝐞𝐫.
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-> synopsis: seeing your bestfriend get engaged should be a happy feeling for you. Unfortunately, it’s not. Not when she’s stealing your man.
-> theme: angst and fluff.
-> format: imagine/story.
-> warnings: mentions of infidelity, mentions of trapping, mentions of manipulation, (if you squint).
-> authors note: i’ve had writers block, sorry for how long ive been away guys. Hope you enjoy! 𝐫𝐞𝐛𝐥𝐨𝐠𝐬 𝐚𝐫𝐞 𝐚𝐩𝐩𝐫𝐞𝐜𝐢𝐚𝐭𝐞𝐝🌸.
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𝐁𝐋𝐀𝐍𝐊𝐄𝐓𝐒 𝐎𝐅 𝐀 𝐓𝐇𝐈𝐂𝐊 𝐖𝐇𝐈𝐓𝐄 𝐒𝐔𝐁𝐒𝐓��𝐍𝐂𝐄 𝐂𝐎𝐕𝐄𝐑𝐄𝐃 𝐓𝐇𝐄 𝐅𝐋𝐎𝐎𝐑𝐒 𝐀𝐍𝐃 𝐌𝐎𝐔𝐍𝐓𝐀𝐈𝐍𝐒 𝐈𝐍 𝐓𝐇𝐄 𝐃𝐈𝐒𝐓𝐀𝐍𝐂𝐄. You could hear the scraping noises of the suitcases that was being lugged to the cabin that was illuminated with a warm light, colours of orange and yellow pouring out of the windows. It was currently nighttime but there were structures of light that lit up the land around it.
Snow was pummelling down some mountains while some trees subtly moved due to the slight, cold breeze that cascaded over the group. It was a getaway with some friends, a ski trip. Well needed due to the busy lifestyle you have of being a fashion designer in Miami, the constant demand of clothes and the myriad of fabrics making your mind go crazy.
So when your friend, Miyah, proposed a trip you were more than happy to go. Well, that before you knew Armando was coming.
For all you know, you thought it was a girls trip but when you found out more people were coming… it wasn’t all smiles anymore.
Frustrated by the idea of Miyah and Armando even being together, you felt as if you were more deserving to be with him.
However, you pushed your feelings aside and settled into the cabin. Greeting your mutual friends around you. Walking around, you noticed the rustic theme within the house. The natural and organic vibe of the house, littered with logs and pure wood which was accompanied by the aroma of a slight cinnamon scent, making you feel at peace. Loads of your friends were beginning to go upstairs to unpack their things so, following their lead you begin to head upstairs.
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The next few days were torturous. Quite the opposite of what you thought this holiday was going to be. Standing back while the others congratulated the couple, you couldn’t believe what was happening. The rose petals scattered amongst the floor while a white light illuminated from the fairy lights bunched along the wooden structure covering the people, a big fat ring sat on your best friend’s hand.
He proposed.
He really proposed.
Walking up with your lips tight, you hugged your bestfriend while she was rambling about how beautiful the proposal was. Glancing over at Armando, he dapped up his friends while his face was.. blank. Smiling every now and then to please people but you struggled to believe if he was truly happy.
Regardless, you felt sick at the whole situation. Happy faces that were spread out around you, loud talking and people jumping up and down caused the sickness in your stomach to bubble up even more. Excusing yourself, you retreat back to your bedroom before plopping down on the bed.
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A knock was heard on the door, slowly moving, you sat up. With your curls flat at the back and compact, you realised you fell asleep as it was now dark outside. Another knock was heard causing you to now stand up, your throat being a bit groggy due to the mucus that now developed over the past hour. “Damn who the fuck knocking on my door like the police?!”
Opening the door, the tall, hispanic man now hovered over you. His eyes flashing a split second of worry before going back into his nonchalant state. “Can i come-“
Not even letting him finish his sentence, you shut the door on him before turning back and walking towards your bed. The door opened on response and was slowly closed by the male who didn’t want noise, not taking your rejection as a final answer. “No seas así.”
“Don’t talk to me in spanish, that shit don’t work on me like the other girls motherfucker.”
“It sure worked on you last time..” a whisper was heard from the man which made you whip your head around towards him.
“What did you say?”
“Nothing mami, come over here and talk to me.” Now walking towards you as you were laying on your bed, you rolled over backwards still wanting some distance between the both of you.
“Armando, what do you think this is? I can’t look at you in the face right now!!!”
“Stop being loud. Did you think i wanted to do this??”
“At this point, i don’t give a fuck what you didn’t or did want to do! I’m done with you and her. Clearly you don’t give a fuck about what us two have!”
A huff was heard from the male who slowly moved to your position. Reaching out his hand towards yours, however, your arms were crossed.
“Escúchame… i’m trying to buy us sometime. I’ll long out the process so we can sort our shit out and then we can just go, me and you. I’m doing this for us.”
“Are you? Or are you trying to please the both of us? I can’t do it anymore Armando!”
“¿Por qué me importaría complacerla cuando eres a quien amo?”
“Well it doesn’t seem like you-“
Failing to finish your sentence, you was pulled into a deep kiss from Armando, who was now sitting right next to you with his arm around your waist. The feeling of his soft lips touching yours dissipate the anger streaming from you, now turning it into calmness with a hint of sadness.
“Listen. I’m going to leave her baby, tienes que confiar en mí.”
“Okay Armando, i’ll trust you.”
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[🌸] 𝐓𝐑𝐀𝐍𝐒𝐋𝐀𝐓𝐈𝐎𝐍𝐒:
“No seas así.” : Don’t be like this.
“Escúchame” : Listen to me
“¿Por qué me importaría complacerla cuando eres a quien amo?” : Why would o care to please her when you’re the one i love?
“tienes que confiar en mí” : you have to trust me.
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[🌸] 𝐓𝐀𝐆𝐋𝐈𝐒𝐓: @milliumizoomi @shurisgf @5tarlan7 @armandosbabymama @tyneshaaa @dyttomori @sarcasticbitchsblog @believeinthefireflies95 @omg-mymelaninisbeautiful @twinklestarlight @bootlegroach @deadpool15 @wizewhispers @amplifiedmoan @thedarkworldofhananerea @yeahnohoneybye
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mebis-art-dump · 1 year ago
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the Pale King's involvement on the making of the black egg
It is already assumed by the majority that PK was involved in some way; it is a fair assessment but I feel like it's most of the time an assumption based on PK's situation relative to it
- powerful magic being
- head of the project
- smart and inventive
So decided to gather a lil bit of evidence in favor of his direct involvement
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1- The lore tablets that start with "higher beings, these words are for you alone" are more likely written by PK himself, given the one before the abyss and the fact that they open with PK's voice (plus the whispers of soul) (you could also count the world sense tablet within it).
The background that shows up behind these texts have a certain detail which in closer observation looks quite similar to the pillars of the black egg's corridor
2- both the abyss and black egg entrances are sealed with a stone door that is conjured out of thin air, with a ringed texture unlike normal shell/fossils but much like the rings of a worm (or a certain chunk of the wyrm, which is a sprite depicted here); the "key" needed to open the door displayed in white within an indentation.
Not shown in the image, but both seals (the white glowing patterns that show when casting a spell) have the glyph that represents the king's brand.
The black egg door also has a structure reminiscent of ribs, but not like the normal looking straight ribs of fossils all over crossroads (more prominent near the mawlek graveyard); rather, they're more similar to the ribs and teeth of the wyrm
Now, the seal of binding developed by the weavers seems to have been a key element in the project, but
1- it's a very specific design, which we do see within the egg but only in its central chamber
2- the pale king makes plenty use of it within the palace, so maybe it is either possible to make it in a "compact way" to be deployed afterwards at any moment and any place, or the king was able to replicate it after the first version was made
The rest of the egg could be a modified version or multiple completely different seals, but it is very likely that much of it was made by the pale king
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mothlady-garden · 9 months ago
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My two cents about the anatomy of the Angel Arm & the Gate
Last update: 09th of May
Spoilers for basically the whole story
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• Core starts to form in the Ulna
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• The core is formed first in the ulna, of independents through either physical contact with a trigger or a triggering biochemistry that is found in stressfully situations, if willingy or not.
can also be triggered though Plant-Song (presence of Knives in a close distence in JuLai)
Hardening of the skin and partial melting and with clothing (assimilation of matter into body)
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Prominent Plant markings appear on the whole area
• Tissue growth around the core follows this
• Growth before Structure
• Solid and dense at first
• Changes from solid to more feathery
• Winglets develop, which will provide stabilizers/visor
dominant side seems to differ from individual to individual
Arm Design
• 4 Structural Supports:
• 2 act like heart muscles, which can achieve contractions and expansions -that's propaply whats been his lower arm
2 maybe be the same but didn't need to spread
massive core
• 2 lower growths for stabilization to better shoot at city's (fuck Knives)
• 2 floating rings-one at the very front and one at the tail of the Arm while charging (most likely for energy concentration and To polarize the energy in one direction
• 4 Faces Encased in Forearm
• Depict 2 men, 1 woman, and 1 angel (?)
• Wing-like Structure, Bat and dragonfly wing crossed
• Probably finger bones transformed to extend as wings from the arm
Muzzle Design
• The tip has parallel striped bands evoking muscle fibers or connective tissue for stability
• Feathers form at the end, which may subconsciously formed for resisting maximum recoil and hurting of Knives
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Smaller "Backfire-prison-break" version
• Later in the manga, a small and compact version of the Angel Arm is used.
• No secondary sexual characteristics appear.
growth of another 4 faces at the elbow part, they appear more deformed
• New growths act as counterweights for upper and lower parts.
• Hand behaves like an end of the arm with plates of bone that help to control the release of energy.
• Golden Angle Alignment, its design probably has the Golden Angle, about 137.5°, which may help reach energy and structural optimisation
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Symbolism of the four faces and different genders
•There are four faces: two? men, one woman, and one angel. This could be the manifestations of humanity in their various facets, such as strength, compassion (Rem) the struggle between human and godhood
They have legs (!)
the core seems to be located in the stomach area similar to his sisters
• Perhaps the inlayed male and female figures are indicative of the balance between masculine and feminine character traits of him
Vashs first Angel Arm (July)
realease seems to aktivate a part of thier brain that is responsible for pleasure, adds to the impression that the Fith Moon Incident was way worse than on first sight
This post about it is great:
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The structure is less smooth, which may be due to the missing experience with the newly developed body part. Similar to certain animals, whose bone surfaces appear blocky or rough—such as in birds or dinosaurs, where these structures serve as anchors for tendons, muscles, or scales—the rough texture here could also be the result of incomplete adaptation or development bc of the inecpirience with his power
more feathery than later apprances
very small core with a single little wing on the (later would have grown) angel part
feathers spread on arm to upper torso
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Additionally up to 2m (6.5 feet) long feathers grow out of right shoulder
Small faces grow on the upper arm above the core without any distinguishable features
Shoulder feathers will grow up to 5m (16ft)
Feathers seem to be more like Primaries (more for ranged actions like protecting or maybe fleeing)
Further characteristics of his arm in the trance like state and a few ramblings about Vashs phycology
possibly a mental hellscape when using the gate connected to one's mind
No Plant-Marks appear
matter seem to be more flesh-like than the other versions
Self image displays several eyes mouths and disformed bodyparts
Doesn't seem to follow a order, spreads like a Tree into more and more parts
human and snake like with tongues and even carnies
similar are also apperand in Knives pardon
10+ tentacle like growths at the former hand part
~15 deformed finger like growths
the deformed faces seem to be in pain from his selfharm -same nerves system
he tried to scratch his arm of at the schoulder area (where a emmense scar-cut in his skin and muscle is)
Survivor's guilt in relation to traumatic experiences or PTSD will, more than likely, involve self-image at its core. In having survived a tragedy, he is overcome with an immense amount of responsibility and guilt for having lived while others have died. More often than not, this is attached to the guilt associated with being unworthy of having survived, leading to feelings of low self-worth (for example jumping into line of fire or not healing his scars if subconsciously or not) and or blame being placed upon one's self. This may result in distortion of their self-concept and in the feeling of being undeserving of happiness or unable to move further in life.
PTSD can exacerbate this guilt through intrusive memories, flashbacks, and hyperarousal, whereby the survivor is pressed to continually relive the event in question. This inability to escape such mental relapses can further promote feelings of helplessness that will degrade one's self-esteem and reinforce negative self-judgments. The latter, in turn, can promote further avoidance behaviors, such as dissociation or emotional numbing, possibly counterproductive for trauma processing and creating a self-sustaining cycle of repression.
Another coping mechanism we see, is repression this can even more strongly compound the problem. By excluding painful memories or emotions from consciousness, survivors skip confrontation with guilt or trauma in a straightforward way. Yet, this usually leads to internal conflict because the unresolved feelings of the survivors continue to impress their subconscious, confusing them, self-doubting, and fragmenting their identities. The usually resultant picture is that of a deformed negative self-image, alienated from one's real self.
Ultimately, his past actions and unresolved trauma may trap him in a cycle of guilt, anger, and self-hate. This inner conflict, combined with toxic relationship with his brother, could leave him emotionally isolated, struggling to reconcile the good he tries to show with the darker parts of his past, unable to find peace with himself or others.
Also in the Book of Revelation, Revelation 13:1 is a kinda similar thing discriped: “And I saw a beast rising out of the sea, with ten horns and seven heads, with ten diadems on its horns and blasphemous names on its heads.” (ESV)
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Vashs Gate in the elevator-arc
The clothing appears to integrate into the skin, suggesting a bio-synthetic fusion mechanism, potentially mediated by specialized cellular processes or biochemical signaling pathways
Carnies seem to exhibit growth, potentially influenced by hormonal or environmental factors that stimulate cellular proliferation or morphogenesis.
His iris and pupil appear to disappear, potentially due to a regression or atrophy of ocular structures, to be more suited/in touch to the higher dimension like his sister are. This phenomenon might represent an adaptive response to environmental pressures, such as reduced reliance on conventional vision in favor of alternative sensory systems. In the case of his sisters this may also indicate their genetic engineering. This might suggest that such modifications could involve the downregulation of ocular development genes or the activation of latent traits better suited to lower-dimensional sensory and perceptual demands.
Similar to how some deep-sea organisms adapt to bioluminescent environments or how snow animals adapt to reflect excess light, the bioengineered sisters may exhibit depigmentation as a protective measure against overwhelming brightness.
components of thier eyes might have been modified to diffuse incoming light. For example, a highly reflective or translucent outer layer (like a tapetum lucidum in nocturnal animals) could scatter light, reducing glare while still enabling some form of light perception.
 In the context of higher-dimensional species adapted to lower-dimensional environments, the whiteness of the eyes might also indicate the prioritization of non-visual sensory modalities, such as heightened bioelectric, auditory, or tactile senses. These senses could be better suited for navigating or interacting within a dimension characterized by overwhelming brightness.
The presence of a significant number of feathers may also result from the uncontrolled activation of genetic pathways related to feather development, possibly mediated by external stimuli linked to the gate’s activation
 The wide variety of feathers, ranging from small to primary feathers, might suggest an adaptive response for enhanced physical protection. This could involve evolutionary pressure favoring diverse feather morphologies for thermal regulation, camouflage, or structural defense.
The ability to establish a mental connection may be associated with the feathers of his dying sisters, potentially linked to specialized bioelectric or biochemical signaling mechanisms. This phenomenon could involve a unique frequency of communication facilitated by the structural and functional properties of the feathers
The involvement of a specific frequency, combined with a symbiotic relationship akin to a mycorrhizal network, could suggest the presence of a complex interspecies signaling system. Such a system might leverage biochemical signal transduction pathways to facilitate communication and resource exchange between individuals
Primary Wing
the growth of a wing seems to be triggered by a flee instinkt (in Vashs case)
4 sections, one extra on the back for horizontal range -from fused together limbs?
Vash Angel wing in the end and defence mechanism of the Gate
2,5 meters long, bird like minus the Coracoid
Sooo he's got feathers that protect him like I'm my food, as seen right after the elevator-arc
If a shot’s fired at you from 4 meters away, you’ve got almost no time to react. Bullets typically travel at speeds ranging from about 300 to 1,200 meters per second, depending on the type of gun and ammo. At 4 meters, that bullet’s gonna hit you in a blink—literally. For a rough estimate, if the bullet’s speed is, say, 340 meters per second (a typical handgun speed), it would cover 4 meters in roughly 0.012 seconds. A blink of an eye takes about 100-150 milliseconds. So yeah, by the time a human even think of moving, that bullet’s would have already hit its mark.
Extreme elegance is key to dodge bullets (as seen in the Legato fight)
At this range roughly of 3 meters, a bullet traveling at 800 to 1,000 meters per second is gonna reach you in about 0.003 to 0.004 seconds. That’s less than the blink of an eye, hell, even thinking about dodging would take longer than that.
With multiple angles and those rounds coming at you that fast, you’d basically need to start dodging before they even fired. We’re talking some ultra-instinct, superhuman reflexes here.
Trigun: We have some of the most powerful characters in seinen hehe
Power of Vashs Gate-Bullets
Trimax Vol 12, Chapter 08: Lights
the shots seem to inplode like a black hole
Anti matter bullets
Explanation (As seen in the battle against the Arc-Collective)
If a single shot could destroy 7% of the Northern Hemisphere of a habitable planet, we are dealing with a weapon of cosmic-scale power. The energy released in such a shot would far exceed any terrestrial weapon, venturing into the realm of exotic physics. To put it into perspective, to annihilate an area of around 14 million square kilometers, the energy output would need to be on the order of 10^24 to 10^27 joules, which rivals phenomena like gamma-ray bursts or the Sun’s total output over several hours.
The cartridge contains exotic matter capable of distorting space-time enough to form a micro black hole. This might involve the use of antimatter or even negative mass to reach the required density and energy concentration. By collapsing the mass-energy within the cartridge through an exotic quantum process, a micro black hole emerges, which can either evaporate through Hawking radiation or expand, depending on the stabilization mechanics used. Luckily for them he's made them evaporate after a second.
To control and limit the effects of the micro black hole, the bullet employs gravitational confinement techniques or manages Hawking radiation to ensure the black hole persists for just long enough to cause catastrophic damage. It uses quantum field manipulation to create a gravitational gradient, holding the black hole in a state of quasi-stability before allowing it to collapse in a burst of energy.
The transfer of matter across dimensions occurs through a temporary connection to higher-dimensional space, such as in brane cosmology theories, where our 3D universe interacts with a higher-dimensional structure. When matter is drawn into another dimension, a transient wormhole or topological defect, like a cosmic string, forms, allowing matter to be siphoned off.
This process resembles Kaluza-Klein theory, where compactified extra dimensions permit the energy to escape from our familiar three-dimensional space-time into the higher-dimensional realm. It’s as if the explosion opens a drain that lets matter flow out of thier universe, erasing the affected area from existence.
Imagine it as pulling the plug on a bathtub; the water (representing matter) rapidly drains into an unseen reservoir (the higher dimension), leaving behind a chaotic disturbance on the surface (massive explosion and gravitational disruptions). It doesn’t just destroy; it erases a portion of space-time itself.
If he limits a shot to a maximum diameter of 50 cm and a duration of 1 second, while ensuring that it does not cause terraforming-scale damage, then we’re dealing with some extreme physics constraints.
Energy Compression and Containment
To achieve such massive destructive power within a confined space of max 50 cm, the energy would need to be incredibly dense and compressed, using some form of exotic energy state or quantum-scale manipulation. We might think of a process similar to creating a quark-gluon plasma, where matter is compressed to such high densities that conventional atomic structures no longer exist. This would allow for an incredibly high energy concentration without needing a massive physical size.
Control Over the Shockwave
To prevent the shot from causing terraforming-level damage, the shockwave dynamics would have to be controlled precisely. This could involve using fields or containment mechanisms that limit the expansion of the blast wave to a very small effective radius, absorbing or dispersing the energy beyond that point.
For example, a localized gravitational field could be used to constrain the energy within the 50 cm radius, causing the shockwave to rapidly lose intensity beyond that point. This would result in a highly concentrated but short-lived explosion, powerful enough to cause intense localized destruction without spreading its effects over a larger area.
Duration and Rapid Energy Dissipation
With a duration of only roughly 1 second, the energy release would need to be extremely quick and then dissipate almost immediately. One way to achieve this could be by utilizing a form of Hawking radiation or controlled quantum tunneling, allowing the energy to decay rapidly into other forms of radiation or be siphoned off into a higher-dimensional space right after reaching its peak.
This approach would make the explosion appear like a brief, intense flash of destruction, where the peak intensity lasts less than a second, followed by rapid normalization of the local environment. There would still be a violent local effect, but it would be contained to prevent any significant alterations to the landscape.
Think of it as a controlled fusion explosion, where the fusion reaction is ignited but then immediately halted by a containment field, causing the released energy to dissipate almost as soon as it appears. It would be like a microburst of a star’s energy, contained and then extinguished just before it gets out of control.
The shot would feel like a brief, intense thud, with a powerful but contained shockwave that wouldn’t extend far beyond the immediate vicinity, preventing large-scale geological or atmospheric effects. It would still be lethal within its limited range but without causing collateral damage on a world ending scale.
Knives Angel Arm
possess more animal like traits
Pant markings seem to appear more regulary maybe a matter of practice to hide them
Massive Blade(s) on left arm
For direct slashing
Seem to be able to reach for hundreds miles
probably with some kind of ultra thin blade almost like a wire
Gate
form seems to be similar
creating of blade bullets when leader of collective
discharge of a spherical projectile
during its flight trajectory through the air, the projectile undergoes structural disintegration, transitioning from its original form into numerous spiral-shaped, highly flexible, and extraordinarily sharp blades
these blades at first align in a conical arrangement trailing behind the projectile then coming forth in a more circle like shape
within the core of the projectile, distinctive phenotypic characteristics of the Gate are observable, which maybe be directly linked to its dynamic spiral motion and the sequential release of the blades
cutting of everything in range of these blades if not countered by another Gate
The Ark-Collective
First sister to be absorbed seems to trigger growth of multible tumors, some kind of autoimmune response
at first 2 wings, they possess more bones
Width: 689 feet
roughly the length of two football fields placed end-to-end (a standard football field is about 360 feet long).
Height: 453 feet
about the height of a 45-story building, as each story is approximately 10 feet tall.
length to the space ships round about 311 miles (500km)
It has its own gravity field
It's gonna be interesting when/if they ever animate that behemoth.
Theory about his worp usage of the higher dimension
he's creating a cut in the reality goes into the higher dimension and reappears at a different place propably with exotic matter (warping space-time)
The Ark is organic in composition and, in structure, would be much like a biological entity that achieves buoyancy, from certain deep-sea life forms to large organisms with gas-filled cavities. In its advanced organic material, there is a percentage of gas pockets or low-density compounds, enabling it to stay aloft in a dense atmosphere. The organic superconducting materials of the combined might also serve to create strong magnetic fields upon activation. This highly developed organic structure creates these fields for the lifting effect on objects in a certain radius. It apparently has the ability to emit or manipulate antigravitons-particles that act against gravity-and such an ability would reduce gravitational pull on everything in a localized area. In creating a small field around itself, it is essentially working against or neutralizing gravity. The Ark also has the possibility of causing local distortions in gravitational fields, creating a sort of "bubble" that decreases the pulling power of gravity on objects around it, hence allowing it to levitate them. In such a case, the bio-machinery of this organism would need high energy density structures, such as muscle fibers, that store energy and afterward release it. It’s cells would need organelles with very high output energy, which would be able to store energy and afterwards release it to build force or fields. These cells function like biological equivalents of batteries or power cells, generating very powerful bioelectric fields. The Collective amplifies bioelectric potentials to considerable magnitudes to generate site-specific magnetic fields, or any other force-related phenomena that are powerful enough to levitate masses. In its domain of quantum biology, the entity uses quantum effects for levitation or lifting. It taps and channels energy with high efficiency through processes somewhat related to quantum coherence in photosynthesis. Presumably, this biological use of quantum interaction enables it to achieve the very fine control over force fields and manipulate gravitational pull on a quantum scale, thus enabling the lifting forces.
lower section resembles a flower🌺
To be added:
My auto correction made "his sisters" into "his disorders" lol I love my phone gremlin
I'm so happy to have a reason to work with all this cool scientific theories and concepts bc of this post about a Sifi-Western.
Characteristics of his wing
struckture reflects his gate
made of many different blades
its made of 2 different sections
lower section is connected to his back /schoulderblade
Phycological factor:
does he has the need to harm humans trough his true nature (most likely yes)
The Gate of their Sisters (dependends)
look at Death Omen
Core seems only to manifest when entering their last run
Or maybe it is always there but covered by flesh?
thier Core forms in their womb
Maybe their naitve environment has lead their "original" species evolve to have body patterns to express emotions, Multi-layered membranes so their sensory organs could detect tiny changes in the fabric of space-time, like a natural “gravitational radar” leading to a different kind of seeing as their primary source of well... visual information
Melting of the body:
- first the feathers start do disintegrate
- Hair gets black
- then the outer layer of their body’s rots (skin, muscles….)
- head seems more resilient
- later the more solid structures like bones start to melt…
(I want to find my old notes about this)
Knives morphed form in Volume 7
-THIS THING FOLLOWS THE BONE STRUCTURE OF A HAND!!!
So my theory is that Vashs power is to delete/absorb/take matter into the higher dimension and Knives is to add/give materia into the lower dimension.
Feel free to comment your own thoughts.
Also, I was listening to that while making this🔥:
Have a good day
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somuchforsnakes · 7 months ago
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Bionicle's Bohrok were one of the first antagonists in the theme, yet it's incredible how their designs nailed their characterization and story role while being unique. Let's analyze them all, for they must be analyzed.
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In my review of Friends' Leo, I stressed the importance of communicating character and story role efficiently and effectively in a toy, since you can't guarantee that everyone will read the supplementary material before or after buying it. This is also true for the Bohrok, but their story isn't about baking and soccer games.
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The Bohrok are a hive of powerful, fearless and mysterious machines built long ago, kept in a deep slumber underground. When awoken, they swarm the surface and destroy everything, per their directive to "clean it all" (The Bohrok aren't truly evil, it's just that our heroes count as "all" right now). There's no use appealing to emotions or morals, since the Bohrok have neither. While the story's main protagonists can disarm a few Bohrok at a time, their weapons can't stop the whole swarm.
Aside from a few technicalities, this is a typical "alien invasion" story, so the Bohrok need designs befitting an invading force. They need to instill fear and look unfamiliar, but they should also have an interesting thematic throughline. On top of that, the Bohrok need to look distinct from other monsters in fiction and unmistakably belong to Bionicle. How did the designers solve these dilemmas?
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Like many sci-fi and horror creatures, the Bohrok's designs draw from a classic well of inspiration: the arthropods. Basing a design on something so different from humans is a convenient way to instill unfamiliarity and fear (it's partly why more people fear spiders than deer, who have a much higher body count). The Bohrok don't draw from a single creepy crawly, though: they have sturdy, compact bodies reminiscent of beetles, the cast structure of termites (two monarchs, a wealth of soldiers, and diminutive helpers), powers that evoke the roles of eusocial insects in an exaggerated way, a hive similar to a bee's, the ability to curl into a ball like a woodlouse, big eyes and sharp mandibles.
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The Bohrok also deviate from their inspirations as much as they borrow: they're bipedal, they have two body segments, and they lack many of the trademark body parts of an arthropod, such as wings, antennae and stingers. Altogether, the Bohrok's designs are hard to pin down - they're not quite animals, but not humanlike either - and that ups their fear factor (their sharp shape language also helps). Their inscrutable faces sell their lack of individual thought and makes it even harder to relate to them.
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This may not have been intentional, but one of my favorite details about this character design is how it plays with our tendency to look for eyes first. Since the standard Bohrok silhouette is bipedal, I was conditioned to find the Bohrok's eyes near the top of its head, but this failed me since I just saw their clear head-plates. Those teardrop-shaped parts next to the mandibles are their actual eyes. Even if this misdirect lasted for a few seconds, it left a distinct impression on me.
Nailing the fundamentals is all well and good, but I could have used those earlier paragraphs to describe a lot of monsters. What makes the Bohrok so special? The answers lie in what made Bionicle so special in its early years: the focus on combat and the masks.
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You may have noticed that beneath the Bohrok's head-plates lie rubbery, face-like things: those are krana, the brains of the Bohrok and their only piece of organic tissue. This exposed brain serves as both ghastly imagery and a play function: press down on the Bohrok's eyes and the krana jumps out. If it finds its way on a character's head, they become part of the swarm.
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Mind control and assimilation are two other classic sci-fi conventions, conveyed beautifully by the krana forcibly replacing the victim's mask, the window into their character. Combined with how they don't quite fit their victims' heads, you know something isn't right when a character is wearing one of these.
Since both the traditional masks and the krana are designed to be knocked off in battle and the Bohrok can attack using their gear functions, the intended story can unfold naturally through play. Children could easily invent stories where a Bohrok emerges and it's too powerful, and uh-oh, one of the heroes has become corrupted! They can pit heroes against heroes, or maybe the villagers find their own way to stop a Bohrok. Sure enough, these possibilities are explored in supplementary material.
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It's no easy feat to make a design's inspiration and role clear while also respecting its mystery, but the Bohrok stick the landing. While the tropes they pay homage to are familiar, they put a Bionicle spin on them. They truly earned their status as one of Bionicle's most iconic antagonists.
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Author's note: Thanks for reading my second analysis! Going from minidolls to Technic creatures was a weird transition, but I'm glad I chose these bonkle bugs as my first non-minifig, non-minidoll subject. Brushing up on the lore was a ride.
I probably won't analyze another Bionicle character for a while, though, as I want to represent a wide variety of themes on this blog. Still, I appreciate recommendations and feedback.
If you're wondering about the Friends cast in that last picture: originally I planned to showcase the Bohrok's play features through a Nuhvok invading Heartlake City and destroying stuff, but I thought it would be more fitting to use its home series' media to prove my points. Plus, I forgot just how small typical LEGO characters were to the Bohrok. I still wanted to include something featuring them, so here's Autumn and pals dismantling it. Careful with that krana!
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fantasy-anatomy-analyst · 4 months ago
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trying to configure satyr/faun/other digitigrade legged creature in a wheelchair. works alright with crutches or cane, but I cannot figure out how digitigrade creatures would sit in any chair, and wheelchairs are a bit more complex bc of footrests. please and thank you!
for some general wheelchair art references, here are a couple useful posts I've found:
the way you design your character's wheelchair largely depends on whether or not they'll be pushing the wheels themself, and whether or not they could have a power chair (even a magic one) or if they'd need another person to push the chair for them.
if your character can't easily push their own wheelchair, then whether they rely on another person or they have a power chair, the back will be higher than it is on a manual chair, and the wheels will be smaller. the whole design will be more focused on long term comfort and support, probably having nice arm rests, maybe allowing the character to lean back more.
a manual wheelchair should still be long term comfortable to sit in, but it will have a lower back to allow for better arm mobility, really big wheels, and any arm rests on it shouldn't get in the way of the wheels. it's more focused on active mobility, it's lightweight and more compact compared to the other type of chair.
digitigrade legs have shorter thighs and calves and longer feet with a narrower point of support than plantigrade legs. so the seat area on a wheelchair will be shorter for them, and likely will need a gap in the backrest to accommodate a tail (since many digitigrade characters just also have a tail of some sort)
I defaulted to a manual wheelchair design that allows the calf and foot to stay in a straighter alignment with each other, so the length required for the footrest isn't actually that different from a human wheelchair. But I also made two more options: one where the foot is laid flat and the footrest is therefore higher off the ground, and another where the foot rest is further forward, changing the angle of the leg position.
Obviously these wheelchair designs are heavily simplified, the frame would need more structure to it on a real wheelchair. these drawings are just to show the general form and shape.
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(image description: three simplified sketches of a satyr with goat-like legs. In the first image, there is a standing satyr to show the basic body and leg proportions, next to a satyr in a wheelchair. The wheelchair designs of this and the next two images all show the chair in bright red shapes while the main wheel is drawn as a faint blue overlay. the last two images show variations on the wheelchair from the first image, all of which match the description above the images. The first wheelchair mostly resembles a normal human wheelchair, made for manual use, but there is a space for the satyr's tail at the bottom of the backrest, the seat is shorter, and the footrest sits slightly more forward and lower to the ground to accommodate the longer calf and foot.
in the second and third image, the wheelchair has been altered further. first to add a much higher and longer footrest so the foot sits flat, and then splitting the difference with a footrest that is both high and further forward so the leg rests at a wide angle instead of an almost 90 degree angle at the knee. end description)
hopefully those sketches give you some inspiration on how you want to design your satyr/faun wheelchair! and I think it should help with the general design of other chairs too, wheeled or otherwise. You can also give your satyrs/fauns/other digitigrade people a different manner of sitting in domestic spaces! like cushions, low benches they can lounge on, stools, etc. they don't need to have modern human chairs.
have fun! good luck with your project!
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simhausstudios · 2 months ago
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3 New Builds… & 2 400 Member Gift Builds! 💕
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About 20 Culpepper Apartment -
The 20 Culpepper Apartment, as depicted in the image, is a well-structured, spacious unit featuring a layout that includes multiple rooms with a mix of wood-style and tiled flooring. The apartment boasts several large windows for ample natural light, and a distinct entry area connected to an open kitchen and dining space. The central hallway connects to what appears to be bedrooms, a living area, and a bathroom. A standout feature is the bay window section in the lower-left corner, likely designed for a living or sitting area, adding character and architectural interest to the space. The layout suggests a blend of functionality and style, ideal for comfortable parisian living.
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About 18 Culpepper Apartment -
The 18 Culpepper Apartment features a compact yet efficient layout with a warm-toned wooden floor throughout most rooms, giving it a cozy atmosphere. The unit includes a charming bay-windowed living area that offers street views and abundant natural light. A central hallway connects to multiple rooms, including a modern U-shaped kitchen with light tile flooring for contrast. The apartment also contains a neatly designed bathroom and two additional rooms that can serve as bedrooms or office spaces. The smart division of space and classic interior styling make it ideal for a comfortable old money lifestyle.
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How to Place These Apartments:
• To turn the apartment into a whole apartment, the gaps by doors need to be complete (I had to knock down walls to save the lots as rooms)
• There's a way to turn the apartment layout incase it doesn't match up (I don't remember what keybind it is)
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About Riverside Retreat -
Nestled in the heart of Granite Falls, Riverside Retreat is a charming woodland getaway perfect for those seeking tranquility and comfort. This cozy cabin-style home features warm wood siding, a welcoming front porch, and lush greenery that blends seamlessly with the surrounding forest. With multiple entryways, elegant French doors, and outdoor seating, it’s an ideal spot for relaxing mornings or evening gatherings. Whether you’re planning a romantic escape or a peaceful solo retreat, Riverside Retreat offers the perfect mix of rustic charm and modern comfort.
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Lot Details:
• Size: 30x20
• Price: 59,290 Simoleons
• Lot Type: Vacation Rental
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There are different ways you can use this lot for, or leaving it as a vacation rental. You can also make it a residential or use Little Miss Sam's Holiday Home Standalone Mod (Requires XML Injector & Basemental Universal Venue List to use as a holiday home.
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Riverside Retreat
18 & 20 Culpepper Apartments
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republicsecurity · 3 months ago
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Control Collar
The control collar used by Enforcer Conscripts is a compact, high-tech device designed for subduing and controlling attackers or resisting individuals. It represents a blend of advanced engineering and practical enforcement needs, tailored to the dystopian setting of the Republic. Here’s a detailed description based on the context:
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Design
Appearance:
The collar is sleek and predominantly matte black with metallic accents. Its design reflects the austere, utilitarian aesthetic of the Security Forces.
It has a segmented structure that allows it to expand and contract to fit around different neck sizes.
Material:
Made from a durable, lightweight alloy combined with flexible polymers. It is resistant to physical damage and tampering.
The inner lining is padded with a material that ensures a secure grip but minimizes discomfort to avoid unnecessary harm.
Size:
Compact when folded, roughly the size of a fist. It unfolds into a circular collar that can be applied quickly.
Markings:
Engraved with a small alphanumeric code for inventory and tracking.
Displays a faint glow when activated, usually in blue or red, depending on the mode.
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Functionality
Application:
Designed to be deployed quickly in high-pressure situations. It uses a spring-loaded mechanism that snaps securely into place around the neck.
Enforcer suits often feature a compartment for easy storage and access to the collars.
Control Interface:
Operated wirelessly through the Enforcer’s HUD or a wrist-mounted device. Controls include activation, intensity adjustment, and deactivation.
Includes fail-safes to prevent unauthorized use or accidental activation.
Features:
Electrostimulation: Can emit controlled electrical pulses to immobilize the wearer temporarily. The intensity can be adjusted to suit the situation.
Vocal Disruption: Capable of emitting frequencies that suppress vocal cords, preventing the individual from shouting or calling for help.
Tracking: Equipped with a GPS and biometric sensors to monitor the wearer’s location and vital signs.
Tamper Detection: Alerts the operator if tampering is detected. Tampering triggers a warning pulse.
Safety Measures:
Automatically deactivates if it detects critical health parameters, such as a risk of cardiac arrest or asphyxiation.
Features a quick-release mechanism in emergencies, controlled by the Enforcer or a command override.
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snitchcrimsonwrites · 2 months ago
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Drawn Together-Chapter 8
Pairing: Tech x Jedi! Reader
Tech picks up on your unease with a blaster instead your lightsaber on the last mission and it prompts him to design and build a new melee weapon for you.
Chapter 7
Chapter 9
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A few days later, you and the Batch prepared for another mission from Cid, enjoying the calm between assignments. Most of the squad was scattered around the ship, busy with their pre-mission rituals. You were alone in the hold, doing light stretches and running through forms between your assigned crew tasks, when the soft whirr of the hatch drew your attention.
Tech entered, holding something that resembled a short staff in his hands. He stopped a few feet from you, adjusting his goggles with one hand as he held the object like an offering in the other.
“I took the liberty of outfitting this for you,” he said without preamble. “After our last mission, I evaluated the outcomes and concluded that your contributions would significantly increase if we played to your strengths, particularly concerning melee combat. This… is the result.”
You lowered your arms slowly, curiosity stirring. “What is it?”
With a nod, he gestured for you to examine the object he held, inviting you to take it from him. Your eyes widened as you extended your hand, grasping the weapon. To your surprise, it was light and balanced, feeling like it was made for you.
You examined the collapsible staff in your hand. The main shaft was a worn gunmetal silver, laced with conductive filaments, you assumed, pulled from other projects he had on hand. The design was elegant, compact, and distinctly custom-modified.
“It’s infused with a conductive alloy that can channel low-level energy–enough to dampen a blaster bolt without harming the wielder. It won’t reflect shots like your lightsaber, but I was pleased with the result.” Tech explained, his voice quietly proud. He was now pointing to the structure on either end, “You can engage either end independently. One is configured for kinetic pulses, useful for disabling or pushing back. The other can emit a short-range plasma arc, capable of cutting through most standard alloys.”
Tech added, stepping beside you now, “I also tuned the grip for your reflex patterns. And if you twist the center, it collapses down to half its length for easy carry.” You gave it a testing swing, feeling the gentle hum of energy coil within the shaft. The motion was fluid, natural.
You swallowed hard, then offered a quiet, grateful nod, unsure what to say. “Thanks, Tech. Really.”
From behind you, Wrecker’s voice rang out as he passed by the holding bay: “Whoa! That thing looks awesome! Can I try it?!”
Tech stiffened. “Absolutely not.”
A silence stretched between you and Tech before he spoke again, more quietly this time. “If you’d like, I can show you how some functions work. I’d expect you’d want to practice before we take off tomorrow.”
You nodded eagerly, already prepared to test out the new weapon. “Yes, I would like that.”
----------------------
As you walked on, the sun dipped lower over the skyline of Ord Mantell City. Tech maintained a pace slightly ahead of you, continuing to discuss the staff design while you both moved beyond the city’s perimeter.
“...The conductive alloy in the staff is laced with cortosis threads. It’s limited, but enough to disrupt energy fields and deflect low-level saber strikes briefly. I wasn’t sure how relevant that would be, but your… unique history made it a logical inclusion.”
You arched a brow, intrigued. “You designed this with lightsaber combat in mind?”
He adjusted his goggles as he continued. “Not specifically. But redundancy is good engineering.”
The city's sounds faded, replaced by quiet wind and rustling brush. You paused, falling behind Tech to admire the setting sun's amber glow as you entered the clearing; you didn’t know Ord Mantell could be so peaceful. Returning to reality, you notice Tech standing a short distance away, fiddling with his datapad. The screen's glow subtly reflected in his goggles.
“I chose this location due to minimal civilian presence and sufficient terrain variability,” he announced, not looking up yet. “It should provide a controlled but realistic environment for field testing.”
You nodded, gripping the staff he had made and flourishing to extend it as he had shown you earlier. The weapon felt unfamiliar, heavier than your lightsaber, and less intuitive. Hopefully, that will change with practice. Taking a slow breath, you stepped into a forward stance and gave the staff a test sweep. It emitted a soft hiss as the arc illuminated brightly against the light of dusk.
You stumbled slightly at the end of a spin, and Tech’s voice was immediately beside you.
“Too much shoulder.” He corrects. “Let your hip drive the turn. I understand the instinct, but this requires a different touch. Here—”
He stepped close, his hand ghosting over your lower back as he shifted your posture through the form. His touch was feather-light but precise, and lingered half a beat longer than strictly necessary. You didn’t move away. As you complete the follow-through, he clears his throat and steps away, taking his hand off your hip and asking you to repeat the maneuver with the adjustment.
“You’re adapting quickly. Not unexpected.”
“Feels... more deliberate,” you murmured, adjusting your stance. “Not like the saber. It demands more presence.”
Tech’s mouth twitched at that, almost a smile. “An astute observation.” He secured his datapad and unslung his blaster, quickly adjusting the settings with a few practiced taps. “I’ve set it to stun. Low output.” He raised it slightly, watching your expression. “You should see how the arc dampener absorbs live fire.”
You raised your eyebrow questioningly. “You’re going to shoot at me?”
“I assure you,” he said, very dryly, “this is scientifically sound. Besides, the weapon’s capacity to protect you is only theoretical until field-tested.”
You gave him a crooked grin. “Well, when you put it that way,” you resigned, stepping into your stance.
He didn’t smile back, but you thought you caught the faintest flush of color at his neck as he raised the blaster and fired.
The bolt came fast, but your reaction was faster. You swung the staff in a wide, instinctive arc. The emitter sparked, absorbing the bolt with a sharp crackle of energy that pulsed up your arms but didn’t burn. The charge dissipated harmlessly into the earth beside you.
You exhaled. “Impressive.”
Tech lowered the weapon slightly, watching you now with open focus. “You adjusted angle mid-swing,” he noted, stepping toward you again. “There was a moment of hesitation, but that reaction time was… noteworthy.”
You moved your shoulder, sensing the residual pulse left behind. “Not as precise as a saber parry, but not bad.”
Tech nodded slightly but then paused. “If you’re willing... I can try engaging in close quarters. Simulated melee. However, I must confess I’m not as skilled a sparring partner as Hunter.”
You tilted your head in mild disbelief. “You’re volunteering to rush a Jedi Master?”
Tech blinked once. “Strictly for observational purposes.”
You tried not to laugh. “All right. Let’s see what you’ve got,” welcoming the challenge.
He moved fast, quicker than you expected. With his blaster holstered and baton ready, he approached with a precision that made up for his limited brute strength. You instinctively blocked the first strike, the staff absorbing the hit with a pulse of light. The second came lower, aiming to throw off your balance.
You twisted, narrowly avoiding it.
He charges at you once more. This time, you pivot gracefully, allowing the staff to guide you through a counterstrike. It connects, though not with full force, right against the side of his arm. He steps back, letting out a quiet grunt, blinking quickly.
You lowered the staff. “You okay?”
He flexed his arm, adjusting his goggles with one hand. “It would appear… yes. Though I suspect that strike might leave a mark,” he said through a slight grimace.
A hint of concern showed on your face, but you swiftly covered it with a playful smirk. “Good thing I’m not actually trying to hurt you, then. “Here,” you gestured toward his arm, where a bruise was already emerging beneath his torn sleeve.
Tech’s attention momentarily shifted to the bruise before returning to you, curiosity shining in his eyes. “I’ve been keen to witness your Force abilities firsthand. Back on Pantora, I wasn’t sure what I was looking for.”
You chuckle softly at this, moving closer, your hand lingering just above his arm. “It’s not extravagant," you replied, your tone playful, almost teasing. “It’s simply a matter of focus.”
Your fingers hovered just above the darkening mark on his arm. For a moment, you paused, concentrating as you channeled the Force. A gentle warmth radiated from your hand, and gradually, the bruise started to fade; the dark color receded from his skin, and the swelling diminished, both now barely noticeable.
“See? Nothing too dramatic,” you said, with a grin, pulling your hand away.
Tech glanced at his arm, a quiet fascination evident as he flexed it to assess the results. “Impressive. But tell me…” He turned his gaze back to you, an almost calculating expression in his eyes. “How much medical knowledge would you need to achieve that action? I suspect it’s more than one would think."
You straightened a bit, a thoughtful expression gracing your face. “It’s a bit more than just waving your hand around,” you said with a casual shrug. “But you’re right, even healing a superficial wound requires more focus and understanding. I need to know how the body’s processes work, how cells regenerate, and the pathways for healing energy to flow, all to heal a cut on the arm."
You looked at his arm, then met his eyes, realizing how close you had become. Your breath caught as you held his gaze, aware that the space between you had significantly diminished since moments before.
Tech seemed either oblivious or perhaps he noticed but chose not to comment. His brow furrowed slightly, as if he were processing everything you had just shared, his usual meticulousness returning to his expression. “Fascinating. I’ve read about healing abilities before, but witnessing it in person is entirely different.” He completes his thought and looks up, seemingly realizing for the first time how dark it has become. “We should probably head back.”
Your return to the city was slow and unhurried. The road leading back to the city stretched out before you, with the evening light reflecting off Tech’s goggles as he walked alongside you. His data-pad was unusually absent, still secured in the pouch at his hip.
“I recalibrated the stun setting after the second discharge,” he said, glancing at you. “Even with your Force-assisted reflexes, the dampener’s performance exceeded my projections.”
You let out a soft chuckle, a smile forming at the corner of your lip. “You’re still thinking about the data, aren’t you?”
“Constantly,” he replied, without hesitation. “But,” he added, “that’s not all I’m thinking about.”
You turned your head slightly, intrigued. “No?”
He didn’t look at you, but his mouth twitched, that familiar flicker beneath his stoic exterior. “No. I’m also considering how a non-traditional combatant like myself managed to land a hit, however inefficient, against a Jedi Master.”
You laughed under your breath, surprised by the comment. “I’ll never live that down, will I?”
“It was a rare opportunity. I assure you, I’ll catalog the moment with appropriate humility.”
You shook your head, letting out another soft, easy laugh. You enjoyed this side of him. “You don’t strike me as someone who indulges in bragging rights,” you teased.
“I don’t,” he said without looking at you. “But factually speaking, I did land a hit.”
You smirked. “So this is about accuracy? Not ego?”
“Always,” he replied simply. “There’s no benefit in undervaluing verified results. I find most people tend to exaggerate their achievements. I prefer… precision.”
“So this ‘anomaly’ was logged, quantified, and filed already?” teasing again.
Tech adjusted his goggles: “It will be once I input the final data set. I’m still refining the motion tracking from your swing. The rotation correction you made mid-strike was not what I anticipated. It was impressive… but outside the modeled variables.”
You glanced down at the staff in your hand, its weight already beginning to feel more natural. “Sorry for messing up your projections,” your tone laced with sarcasm.
He gave a slight shake of his head. “On the contrary. The best designs are challenged.”
You glanced sideways, and though he kept his eyes ahead, there was something… different in his tone. He wasn’t joking. “You always analyze like that? People, too?”
He paused briefly, the sound of your synchronized footsteps bridging the silence. “Yes,” he replied at last, his tone steady but not unfeeling. “It’s less about analyzing people and more about observing. Recognizing patterns, behaviors, speech rhythms, eye movements, and reactions to stress.”
You huffed, amused. “So you’ve been profiling me this whole time?”
“I wouldn’t label it profiling,” Tech responded, finally turning to look at you. “That suggests a judgment. I would rather view it as collecting information to gain a clearer understanding of your operations in the field.”
“In the field,” you echoed, lips twitching at the implication. “Is that the only place you’re trying to understand me?” you test.
He paused mid-step. Just slightly. Barely noticeable, but there.
“I suppose,” he said carefully, “that depends on whether the data is confined to mission parameters… or if it encompasses something broader.”
You turned your head, watching him closely now. “And what’s your conclusion so far?”
“You don’t fit neatly into models,” he admitted. “Your decisions aren’t always the most efficient, but they’re extremely effective. Your intuition defies probability. Statistically speaking, that should be frustrating.”
“And yet?”
He met your gaze directly. “It’s not.”
The city loomed nearer, the recognizable hum of its outskirts becoming audible. You walked beneath the final set of perimeter lights, your pace slightly slowing as the road transitioned to cracked pavement.
“You said earlier you liked challenges,” you said softly.
Tech nodded. “Yes. Intellectual ones, primarily.”
You smiled faintly, eyes forward. “What about emotional ones?”
He exhaled through his nose. It came out as almost a laugh, almost a sigh. “Those are significantly harder to quantify.”
You came to a stop near the cantina entrance, the familiar glow of Cid’s aging sign flickering above. The sounds of your squad drifted out into the night. Wrecker’s distinctive laugh layered with Omega’s softer giggle beneath it. Before stepping through the threshold, you looked up at him again.
“Thank you. For everything today. I’m not sure how I’ll return the favor.” Your voice laced with the utmost sincerity.
He shakes his head, “There is no need. I was happy to assist.”
As the night wore on, the cantina thrummed with its familiar hustle, and the Batch was savoring their final moments of relaxation before the mission launch tomorrow. You sat on a bar stool with your legs crossed and a datapad resting in your lap. One hand held a nearly finished drink from the bar, while the other casually scrolled through something clearly unrelated to the mission.
You appeared completely engrossed. Tech across the room at a table with the rest of the squad was not.
Hunter noticed first, of course. His eyes flicked from his own drink to where Tech’s gaze had been fixed for the past ten minutes. “You gonna keep staring at her all night,” he said calmly, “or eventually walk over there?”
Tech didn’t even flinch. “She appears focused. I don’t wish to interrupt.”
Wrecker let out a laugh, elbowing Echo. “Focused? She’s been reading the same page for the last five minutes.”
“She has dismissed two other males already,” Tech said, as if he were listing off mission variables. “Both within a five-foot proximity. One attempted small talk about speeder specs. The other complimented her posture. She rejected both without hesitation. Her current body language, the shoulders angled away from us, her legs crossed, both suggest she does not want to be disturbed.”
Wrecker snorted. “And what makes you think you’d get the same treatment?”
“I didn’t say I would. But, I—”
“She’ll reciprocate because it’s you,” Hunter said simply.
Tech paused. “That is not a quantifiable variable.”
“No,” Echo agreed. “It’s a fact.” Tech’s brow furrowed. He looked down at the empty cup before him, then slowly, carefully stood.
Wrecker grinned. “Atta boy.”
For Tech, the walk across the room felt longer than it should’ve. You sensed him before he spoke, looking up as he stopped beside you.
“If you’re attempting to remain undisturbed,” he said, voice low but steady, “I’m prepared to leave. But... I was hoping you wouldn’t be opposed to company.”
Your eyes met his, and you set your drink down. “Depends,” you said. “Is this about mission protocol, or something more interesting?”
“I would… very much prefer the latter.”
You nudged the stool beside you with your boot. “Then sit, Tech.”
Tech settled onto the stool beside you with more care than necessary, hands resting neatly on the counter. You took a sip of your drink, still watching him over the rim of the cup. “You always think that hard before talking to someone?”
He tilted his head. “I find small talk inefficient.”
You smirked. “I’ve gathered.”
A beat passed before he added, almost sheepishly, “But… I’ve come to understand that inefficiency is not always a negative.”
That earned your full attention. You turned slightly toward him, resting an elbow on the bar. “That sounds dangerously close to a compliment, Tech.”
“It was an observation,” he corrected, pausing, reconsidering. “With positive connotation.”
You chuckled. “I’ll take it.”
He relaxed, just a little. “You’re quite difficult to categorize,” he said, tone matter-of-fact. “You favor independence, but show fierce signs of loyalty. You enjoy solitude, yet remain highly attuned to others. You frequently observe without inserting yourself, except when someone needs help. That contradiction is…” He hesitated.
“Interesting?” you offered.
“Fascinating,” he corrected.
Your smile. “Guess I could say the same about you.” He returns it.
“Maker,” Wrecker’s voice boomed from across the cantina, “He’s smiling! Look at him, he’s actually smiling!”
You closed your eyes for a moment, trying not to laugh. Tech’s shoulders tensed like he’d just been called out in front of a command unit. “I… regret that this moment has drawn unnecessary attention.”
You leaned closer, voice low enough that only he could hear. “We could head somewhere else if you’d prefer.
Across the room, Echo cuffed Wrecker on the arm, muttering something you couldn’t hear. But Tech ignored them now.
“I’d still like to finish this conversation,” he said, more confidently this time. You caught his glance, then tilted your head toward the stairs winding up the side wall.
He followed your gaze, noting the narrow balcony that overlooked the street and the scatter of stars visible through the half-dome ceiling. “That would be… acceptable.”
The balcony was quieter than you expected. The cantina’s noise fell away as the door swung shut behind you.
You leaned against the railing, elbows resting on the metal as you looked out. “Nice view.”
Tech stood beside you, a little stiff at first, then gradually relaxed into the space. “I’d argue the angle is limited and the field of view is obstructed by nearby structures. However… the stars are visible.”
You glanced at him, amused. “You always talk like that?”
“Frequently,” he admitted. “I’ve been told it’s off-putting.”
You smiled into your cup. “I think it’s honest.”
He turned toward you, studying your profile in the soft lighting. “You don’t seem particularly unsettled by who I am.”
You met his gaze, your tone quiet but sure. “ Should I be? I like people who know who they are.”
“I’ve never been especially good at… this,” he said, gesturing vaguely between you. “Interpersonal dynamics.”
You leaned just a little closer. “You’re doing fine, Tech.”
The sounds of the city drifted below, but up here, everything felt still.
Then, after a pause, he asked, “May I ask you something?”
“Of course.”
“Why did you choose to come with us? You could have gone anywhere. You’ve essentially signed up to be hunted by the Empire again. The logic is rather… flawed. ”
You let out a slow breath, considering. He waited.
“It sounds ridiculous,” you said, voice soft. “But it just felt…like something I was supposed to do. Drawn to it almost. That’s how I found you all in the forest on Pantora.”
Tech’s brow furrowed slightly, confused but not dismissive.
“I spent years on the Jedi Council, learning to ignore that feeling, suppress it. Mine didn’t always align with the others on the council.” You gave a dry laugh. “But before the war, before all that… I used to trust it. And maybe I was supposed to start doing that again.”
He didn’t speak, but his expression shifted.
“And the clones…” You looked back out at the city. “We fought beside you for years. Watched you risk everything again and again. I couldn’t turn my back on that. On you.” You swallowed, then added more quietly, “I had a squad once, too. I don’t think I did enough for them. Being here now… it feels like a second chance to do it right.”
Tech looked at you for a long moment. “I hadn’t considered that perspective,” he said quietly. He looked back toward the city, then down at his hands for a moment. “I still don’t understand why you’d put yourself at risk for us.”
You bumped his arm lightly with yours. “Because I wanted to. That’s reason enough.”
“Noted,” he said softly.
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barksenji · 3 months ago
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WHY THE FUCK IS HORROR SO TALL (my take on it).
So, I'm thinking of redrawing my reference sheet for both Horror and Dust. That got me reflecting on something.
I've always imagined Horror being around 5'5" and Dust closer to 4'4". But… why? They’re both clearly taller than Classic Sans (who’s like 4ft, maybe 3/2 according to some people? lmao)—but Horror’s way bigger. So what made him grow more?
I ended up writing this out because I have nothing better to do. Here’s my take on it:
LV Growth vs. Magical Mutation.
Dust’s Growth – LV-Induced:
Dust’s size increase likely comes from gaining LV. The more LV he accumulates, the more his magical power and physical strength scale with it—so his body adapts to support that growth. It’s a magical transformation, but one that follows a kind of cause-and-effect logic. It feels like a "natural" evolution in a twisted way.
That said, the psychological toll is brutal. I like to think LV doesn’t just make monsters stronger—it warps their perception of reality, identity, and morality.
(Ironically making the monster more willing to kill the more LV they gain, as a sort of vicious circle.)
So while Dust’s transformation might seem smoother on the outside, it’s ripping him apart internally.
Don't get me wrong—his increased LV did take a physical toll, but that damage comes more from the karma backlash than the LV itself. That’s a whole separate thing, though.
Horror’s Growth – Mutation by Force:
Horror’s case is different. His transformation wasn’t about gaining LV—it was forced, adaptive. After losing his eye, he likely lost fine magical control altogether. So his body compensated the only way it could: by becoming larger.
Then there’s the eye. That replacement? It wasn’t his to begin with. It’s possible his body reacted to it like a magical transplant—mutating in response to foreign magical “code.” Almost like his form reshaped itself around it, contaminated and altered by the code of the original owner.
While not the most genetically accurate (at least in humans), I like the idea that there was some sort of genetic and/or code contamination, and that some part of the original eye owner's "code" was transferred to Horror, giving way to physical changes. Is it biologically correct? No, but being monsters, their biology might work differently haha, long live fiction.
Where Dust's growth feels like a controlled magical evolution, Horror’s is raw, aggressive, and unnatural.
Environmental Influence:
The genocide loop in which Dust exists still retains some structure. He can afford to kill methodically, avoiding unnecessary fights or wasted energy.
Horror’s world, on the other hand, is total chaos. His body evolved as a direct response to ongoing survival pressure—not just inner change.
Design Philosophy:
- Dust is cautious and paranoid. His body reflects this: compact and restrained.
- Horror is assaultive—he intimidates, he’s volatile and unpredictable. His body had to grow to contain that.
I also think Horror being taller makes him look thinner and lankier. This perfectly illustrates that he hasn't eaten anything in 7 years.
So yeah, thanks for coming to my TED-talk.
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whencyclopedia · 5 months ago
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Operation Chastise
Operation Chastise, the 'Dambusters' raid, was an attack by a squadron of RAF Lancaster bombers on the dams of the Ruhr basin in Germany in May 1943. Led by Squadron Leader Guy Gibson, the bombers breached two dams causing enormous flooding in the valleys below, disrupting industrial targets and killing at least 1,300 civilians.
Although the damaged factories, coal mines, and bridges were soon repaired, the mission showed the value of precision bombing by specially trained crews, diverted German resources to air defence, and reinvigorated Britain's position amongst its allies.
Objectives
The Ruhr basin in Western Germany was saturated with important heavy industry. These factories, many vital to the steel and armaments industry, were dependent on the water and hydroelectric power supplied by a series of massive dams. If Royal Air Force (RAF) bombers could breach the dams, the consequent floods would put the factories out of action. In a single mission, the same destructive result could be achieved that otherwise would have taken 3,000 bombers two weeks of bombing the factories directly. So vital was this area to the German war effort that RAF planners had considered it as a prime target before the war broke out in 1939. Operation Chastise was about to make these tentative plans a reality. Secondary aims of the operation were to deal a blow to German civilian morale and show both the British public and Britain's allies Russia and the United States that something was being done to take the war to Germany.
Five dams were targeted, but three were a priority: Möhne, Eder, and Sorpe. A second group, depending on the success against the first group, were Lister, Ennepe, and Diemel. The RAF knew that Möhne had air defences, and it was likely the others had, too. Möhne and Eder were concrete and, designed to withstand the massive pressure of water, immensely strong structures but relatively slim targets when seen from the air. Möhne, the primary target since a breach would directly flood the factories below (not the case with Eder), was the longest dam in Europe at 120 ft high (36.6 m), 25 ft thick (7.6 m) at the top, and 112 ft (34.1 m) thick at the base. The Möhne reservoir contained 140 million tons of water (Eder had 200 million). These dams were protected by two rows of anti-torpedo nets. Eder, much further to the east, was the second choice because it was concrete, although there were no military targets in the valley below. Sorpe was strategically more important than Eder, but because it was made of largely compacted earth, the effect of bombing was anticipated to be less. The destruction of these dams and others would require a completely new kind of bomb.
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