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#Implementation: After designing the system
nyehilismwriting · 2 days
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not sure if you’ve been asked this beforeeee but how do you implement all the technical jargon? the descriptions of the consoles, the coolant chambers, the effects of a fictional plasma gun on flesh and armor, and the like? do you do a lot of research? and how do you make it sci-fi? (after my 4936^nth play through im now focused on every little word you put to paper 😌)
ummm I don't do a Lot of research - I read a lot of scifi so a lot of the "jargon" is drawn from there... if there's specific parts I want to know about, I'll look up the ways various engines work (car/shuttle/submarine usually) and see if I can find a named part that suits what I need, but I won't spend hours on it. usually if I can't find something within about 15 minutes I'll just make some shit up: there's basic principles, like....engines produce heat, require a power source, require backup power sources, and that power needs distribution and containment - that gives you coolant systems, fusion chambers, generators, and from there if i need to get more specific I'll look up how real engines manage these things.
i try not to use too much technical jargon, because i know that can put people off, and I think...in a lot of cases, the more specific you get, the more glaring the errors can be. I'm not an engineer and I've definitely got some stuff wrong (lmao) but the more attention I draw to it the more obvious it'll be, so...vagueness my good friend vagueness. there's definitely some things I've thought about a loooot more - I have a lot of thoughts about the way IVI works, for example, bc I have. neuroscience degrees and it's something I like thinking about, whereas the space travel and engineering stuff is less interesting to me so I get less specific. at some point I fully intend to have a big exposition dump about the biology of IVI and I expect everyone to sit down and pay attention<3
as for how I make it scifi, I think....again, as someone who reads and watches a lot of scifi I have quite a strong sense of the vibe I'm going for, and the ways it plays into the setting I've built: for example, I've obviously discussed power armour and body armour as things that scytha operatives are equipped with, which then means there have to be weapons designed to bypass those things, and so thinking about that kind of rock-paper-scissors system of different technologies is a lot of fun. a lot of my inspiration for that comes from video games in particular, which tend to be very combat-focused and so do emphasise that sort of thing.
so, yeah, there's a lot of....piecing together bits and pieces, and looking back at things I've already written in and asking how I can work around or with that, and checking for consistency; i draw inspiration from all kinds of places, but particularly my books and also my job:-)
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isoinformationblog · 2 years
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A Complete Guide on ISO 27001 Certification
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#ISO 27001 is an internationally recognized standard for Information Security Management Systems (ISMS). This standard provides a framework f#procedures#and controls that help protect their sensitive information from cyber threats.#Here is a complete guide on ISO 27001 Certification:#Understanding the Standard: The first step is to understand the ISO 27001 standard cost and its requirements. This includes a detailed stud#as well as an assessment of your organization's current information security processes#policies#and procedures.#Gap Analysis: Conduct a gap analysis to identify any areas where your organization is not meeting the requirements of the standard. This wi#Designing the System: Once you have identified the gaps#you can begin to design your information security management system (ISMS). This will involve developing policies and procedures that are i#Implementation: After designing the system#you can implement the policies#and controls across your organization. This may involve providing training to your employees and raising awareness of the importance of inf#Internal Audit: Conduct internal audits to ensure that your ISMS is effective and compliant with the ISO 27001 standard. This will help you#Certification: After your ISMS has been in operation for a suitable period#you can apply for ISO 27001 certification. This involves an external audit by an accredited ISO certification body#who will assess whether your ISMS meets the requirements of the standard.#Continual Improvement: Once you have achieved certification#you will need to maintain your ISMS and continually improve it to ensure that it remains effective and compliant with the standard.#ISO 27001 certification can help to improve your organization's reputation#demonstrate your commitment to information security#and reduce the risk of cyber attacks. It is applicable to organizations of all sizes and in all sectors.
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sysig · 1 year
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Hm ok what's your favorite or a really cool worlbuilding thing you've done? For any fandom or original or even an unimplemented idea
Hmm well at least in the past decade, my big worldbuilding projects have mostly come down to three-ish stories: Other Side of the Gun, Adventures of Gæilo and Ethon, and Just Desserts
OSG was an Invader ZiM fancomic concept I started around 2013 to justify every single Irken headcanon I ever came up with lol - I never finished it, or even really started it, but I put a lot of time and energy into its roughs back in the day :)
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^A stick figure recap of Ch. 1, inspired by - what else - the Vargas stick figure recaps lol
One that you can see over here is all the work I did for my DnD campaign, AGE! (Though its sideblog hasn't been updated in a while haha - the AGE tag over here works just as well) I basically homebrewed a pantheon and had an absolute blast designing all the gods and their forms before they became gods and even things like architectural differences in their churches and the BBEG and his motivations and just ah <3 Such a fun project :D
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It also laid the groundwork for things like Pokemon Homestyle, specifically all my papercrafts! You can really see how I leveled up haha
And my latest has been Just Desserts! Even with less time under its belt, it's still pretty expansive, as evidenced by my icon and theme and the backlog lol, and it's the one I have the most AUs of! (Though OSG does come close actually haha) There are still some thorny details I'm trying to iron out, especially to do with the magic system, but all the characters and creatures and the fact that I made my own fighting minigame, ah, pleased! I've never been so happy with a sona before Charm! ♥ From the very beginning it's been so fun to work on and I still want to improve!
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#Long post#There have been others of course - things like BunBonBop and TMatM and quite a handful of original species lol#I was also involved in an IZRP that got very in depth which is where Bar comes from actually!#As well as my brief stint into being a TGWDLM askblog lol soz to everyone over there ouq#And little stories like Karera no Kotogara and Yanderapy but those mostly set in cartoon-reality y'know?#No magic or sci fi there haha#Man looking back through the OSG stuff kinda makes me wanna unstore Ch. 0 - I've grown a lot since then!#To the point where it almost doesn't feel ''mine'' anymore haha - it has been almost ten years! Maybe to celebrate its anniversary :)#Also yeah if you look hard enough I've been in love with and inspired by Vargas for as long as I've known about it haha#AGE was so much fun <3 I would like to get back to it someday but picking back up after so long is hard!#I still hold all of them fondly of course ♥ Mar especially since they were the tipping point for me loving spiders :D#It's hard to believe Just Desserts is already four years deep! It still feels so new to me haha#I know I big up Charm and her design a lot lol but for me it really is exactly what I want <3 It's my perfect :)#I still really want to get into 3D modeling to make her as I originally envisioned her!#If I had the funds I'd absolutely commission someone but tbh I don't know many names on that side of art haha#I've also heard about people who give advice/brainstorming sessions for magic systems and I've been intrigued ever since :0#I'd love to sit down with someone and hash out Exactly how their magic works! It feels like it just needs a few more pushes!#Then again that's what I said about the TVAU outfits too haha ♪ Maybe it would all fall into place!#To the base question tho: I never know how to qualify ''implemented'' - does just putting it out there as a concept count?#Writing a story? Making a comic? A series? Polished? Completed?? Where's the line haha#I'm always so full of ideas but focusing on anything long enough to make it ''pretty'' is so hard for me still#I just keep creating never stopping haha
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reasonsforhope · 23 days
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"Doctors have begun trialling the world’s first mRNA lung cancer vaccine in patients, as experts hailed its “groundbreaking” potential to save thousands of lives.
Lung cancer is the world’s leading cause of cancer death, accounting for about 1.8m deaths every year. Survival rates in those with advanced forms of the disease, where tumours have spread, are particularly poor.
Now experts are testing a new jab that instructs the body to hunt down and kill cancer cells – then prevents them ever coming back. Known as BNT116 and made by BioNTech, the vaccine is designed to treat non-small cell lung cancer (NSCLC), the most common form of the disease.
The phase 1 clinical trial, the first human study of BNT116, has launched across 34 research sites in seven countries: the UK, US, Germany, Hungary, Poland, Spain and Turkey.
The UK has six sites, located in England and Wales, with the first UK patient to receive the vaccine having their initial dose on Tuesday [August 20, 2024].
Overall, about 130 patients – from early-stage before surgery or radiotherapy, to late-stage disease or recurrent cancer – will be enrolled to have the jab alongside immunotherapy. About 20 will be from the UK.
The jab uses messenger RNA (mRNA), similar to Covid-19 vaccines, and works by presenting the immune system with tumour markers from NSCLC to prime the body to fight cancer cells expressing these markers.
The aim is to strengthen a person’s immune response to cancer while leaving healthy cells untouched, unlike chemotherapy.
“We are now entering this very exciting new era of mRNA-based immunotherapy clinical trials to investigate the treatment of lung cancer,” said Prof Siow Ming Lee, a consultant medical oncologist at University College London hospitals NHS foundation trust (UCLH), which is leading the trial in the UK.
“It’s simple to deliver, and you can select specific antigens in the cancer cell, and then you target them. This technology is the next big phase of cancer treatment.”
Janusz Racz, 67, from London, was the first person to have the vaccine in the UK. He was diagnosed in May and soon after started chemotherapy and radiotherapy.
The scientist, who specialises in AI, said his profession inspired him to take part in the trial. “I am a scientist too, and I understand that the progress of science – especially in medicine – lies in people agreeing to be involved in such investigations,” he said...
“And also, I can be a part of the team that can provide proof of concept for this new methodology, and the faster it would be implemented across the world, more people will be saved.”
Racz received six consecutive injections five minutes apart over 30 minutes at the National Institute for Health Research UCLH Clinical Research Facility on Tuesday.
Each jab contained different RNA strands. He will get the vaccine every week for six consecutive weeks, and then every three weeks for 54 weeks.
Lee said: “We hope adding this additional treatment will stop the cancer coming back because a lot of time for lung cancer patients, even after surgery and radiation, it does come back.” ...
“We hope to go on to phase 2, phase 3, and then hope it becomes standard of care worldwide and saves lots of lung cancer patients.”
The Guardian revealed in May that thousands of patients in England were to be fast-tracked into groundbreaking trials of cancer vaccines in a revolutionary world-first NHS “matchmaking” scheme to save lives.
Under the scheme, patients who meet the eligibility criteria will gain access to clinical trials for the vaccines that experts say represent a new dawn in cancer treatment."
-via The Guardian, May 30, 2024
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sayruq · 6 months
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The Jerusalem Post said the maritime corridor plan was Prime Minister Benjamin Netanyahu’s idea, citing an unnamed “senior diplomatic source.” Netanyahu had reportedly first proposed the plan to Biden in October, and pressed the issue again with the US president in January.“ This source, close to the prime minister, insinuated that Biden was simply implementing a plan by Netanyahu, not actually initiating anything new,” the Post reported. While touring Gaza’s coast in a naval vessel on Sunday, Israeli defense minister Yoav Gallant expressed enthusiasm about the plans of a maritime corridor. “The process is designed to bring aid directly to the residents and thus continue the collapse of Hamas’s rule in Gaza,” he said.
But why would Israel, the engineer of the Gaza famine, endorse the idea of establishing a maritime corridor for aid to address a crisis it initiated and is now worsening? This might appear paradoxical if one were to assume that the primary aim of the maritime corridor is to deliver aid.Palestinians in Gaza received the news about the planned port with fear and suspicion. Analysts have speculated that this could be a ploy to eliminate Egypt as an outlet between the Gaza Strip and the rest of the world, and sever the coastal enclave’s reliance on Egypt economically and politically by way of the Egyptian-controlled Rafah crossing – the sole point of exit and entry for most people in Gaza. This would ostensibly complete Israel’s control of the Gaza Strip without dependence on Egyptian cooperation, reliable as it may have been. Abdel Bari Atwan, a Gaza-born world-renowned Palestinian journalist, invoked the US-facilitated evacuation of thousands of Palestinian guerilla fighters of the Palestine Liberation Organization from Beirut in 1982 as an insight into what these plans could possibly suggest. Palestinian fighters were transferred by US warships off the Beirut coast to Cyprus and eventually to Tunisia. Atwan indicated that the maritime corridor would create a pathway for the forcible evacuation of Palestinians by sea. Other analysts have expressed similar fears.
Michael Fakhri, the UN special rapporteur on the right to food, slammed what he called “absurd” US plans for getting aid into Gaza, whether through airdrops or the temporary port. “From a humanitarian perspective, from an international perspective, from a human rights perspective, it is absurd in a dark, cynical way,” he said. Human rights groups have dismissed announcements of building a temporary pier as a distraction from Israel’s systemic and deliberate policy of starvation of Palestinians in Gaza. “The proposed maritime humanitarian corridor and temporary seaport is another tool to weaponize aid,” the Palestinian refugee advocacy group Badil said. It is meant to “absolve Israel of its responsibilities and obligations, and support Israel in its ‘day after plans’: to eliminate and replace UNRWA [the UN agency for Palestine refugees] and establish a potential mechanism for Palestinian forcible transfer out of the Gaza Strip.”
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foone · 2 months
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Ever heard of collapse OS?
Yeah. I haven't looked into it too closely. I think it's an interesting idea (for anyone else, it's an operating system designed to be used post-society-collapse: it runs on low powered and homemade computers) but I don't think it's very likely to be useful.
I think in any sort of "society has collapsed and we can't make new computers!" situation, the vast majority of computer use will be of existing computers. People will run laptops off solar panels and such. And in those cases, I think the existing OSes are going to be the most useful, since they have plenty of software already existing for them, not to mention they're already installed on those computers.
Plus Forth is a strange choice. Like, I understand WHY Forth, it's easy to implement and runs on anything, but I think the problem is that most programmers don't know Forth. And it's not common enough that there's gonna be books left over that you could get from the ruins of a library or bookstore.
So just like OSes, the answer for "what language will we use after a societal collapse?" is probably just gonna be "the same ones we currently use, mostly. Because we have books for those."
I could see this project being more reasonable as a book, though. Teach the reader forth and then collapse OS, maybe include an SBC that can run it?
In any case: I think it's really only got value as a thought experiment, and as one I don't find it super-interesting or enlightening. It's a good idea to think now about how you could use computers after a major (or even minor) collapse, but I think this isn't a very realistic answer. As a project by a single guy for fun? Sure.
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odinsblog · 1 year
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Everything about the Starship was the result of a series of decisions designed to make spaceflight cheaper. The methane fuel. The steel structure. The method of construction. Even the rocket’s enormous size. All of it was a gamble to create a system that is fully reusable, bringing the cost of getting to orbit down to a small fraction of what it is today and making space almost infinitely more accessible.
However, one decision in the process didn’t just result in the destruction of the rocket, it generated a cascade of failures, one that’s likely to set the program back by a least a year, erasing the chance of NASA’s scheduled return to the Moon in the process. That decision is 100% on Elon Musk.
HERE’S THE TL;DR VERSION
The no-clamps slow throttle-up meant Starship stayed on the pad for a long time, throwing up concrete, rock, and sand in all directions, damaging the pad, nearby facilities, and Starship itself.
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By the time it left the pad, that debris had already destroyed three of Starship’s engines and likely damaged valves and systems that would lead to additional engine failures as well as an incorrect fuel mixture.
Starship was slow to reach every point in the flight plan, suggesting that other engines were not able to throttle up to compensate for the lost engines.
At what should have been stage separation, either software errors or more smashed hardware kept the main booster firing long after it should have shut down.
The result was an uncontrolled spin that required Starship to be destroyed.
WHY THIS IS 100% ELON MUSK’S FAULT
Starship is the work of hundreds of talented engineers and thousands of employees who put their best into making this thing go. The design is extremely daring, and something of a wonder. The engines are amazing, even if they have demonstrated that reliability is currently lacking. The whole system of construction promises to revolutionize the space industry.
But there are two parts that were left out of Starship that absolutely doomed this flight and the decision not to include them falls right with the guy at the end of the first row at “Star Command.”
Those parts were not parts for the rocket. They were parts for the launch pad.
For some reason, Musk became convinced early on that he did not want the launch tower to have:
A flame-diverter or flame trench to redirect the blast from the booster’s engines
A water deluge system to dump a massive amount of water around the launch tower during liftoff
The launch facilities at Kennedy have both of these. Even the launch pads used for the much smaller Falcon 9 have both a flame trench and a water deluge. They help to protect not just the launch pad, and the surrounding area, they also help to reduce the noise. Which sounds trivial, but that noise is energy. That’s what broke up the concrete under the Starship Stage Zero, not the fire. That’s what sent car-sized chunks flying in all directions.
A flame diverter and a water deluge would have greatly reduced, or even eliminated, the damage to the area around the pad. They would have prevented the blow back of debris that damaged Starship before it even left the ground. It might have headed off the whole cascade of events that resulted in that button being pressed 4 minutes into the flight.
We don’t have to guess about whose decision it was not to implement these systems, because Musk already said he decided to skip these systems over the recommendations of his engineers. Musk even had a preview of what was going to happen, as past test flights of the upper stage also resulted in significant spalling of concrete structures and damage to at least one of the ships. He just made them try different kinds of concrete.
The parts for a water deluge were actually on site, ready to install, but Musk decided to forego that installation—likely so he could enjoy the pun of launching his super-joint on 4/20. Which was something Musk had joked about doing months ago.
Hopefully he enjoyed the joke, because the EPA and FAA are going to be thinking long and hard before they authorize another flight from Boca Chica. All those engineers, and all those workers, and all their good work, is held hostage to Musk’s whims.
Also a victim of Musk’s decision to leave these vital pieces off the table? The Artemis Program at NASA. Musk has already been awarded the contract to create the first lunar lander for the new program, but that lander is absolutely dependent on Starship. It’s a sure bet that Musk won’t have his part of the program ready on schedule. It’s going to be some time before we even so another test flight.
In the meantime, SpaceX can repair the damage, build a flame diverter, install that deluge system, clean up the software, and ditch the whole “pitch over” means of stage separation for something simpler—like using the second stage engines to push the stages apart with an unignited shot of methane.
See you in 2024, Starship.
Maybe.
👉🏿 https://m.dailykos.com/stories/2023/4/22/2165317/-A-Starship-Post-mortem-Why-the-giant-rocket-failed-and-why-it-s-Elon-Musk-s-fault
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a-room-of-my-own · 12 days
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Edinburgh Crisis Centre designed to protect women who had suffered serious sexual violence is condemned for failing them in damning report
A controversial rape crisis centre “damaged” victims of sexual violence by hindering their access to biologically female counsellors, a damning report has found.
Edinburgh Rape Crisis Centre (ERCC), run by trans woman Mridul Wadhwa, was blasted for “many serious failings” including not putting the needs of survivors first.
The independent investigation condemned the centre for insisting traumatised rape victims, who can be as young as 12, must specify if they don’t want support from someone born a man.
More than 94 per cent of victims of rape are women and the perpetrators men.
Yet the review found ERCC failed to provided vulnerable victims with safe women only spaces, while at the same time opening up services to men.
The report said: “Putting women in the position of having to discuss whether the service they receive will be provided by someone who was born and continues to identify as female has caused damage.”
The review was ordered by umbrella organisation Rape Crisis Scotland (RCS) in May 2024, after a scathing employment tribunal judgment ruled that ERCC worker Roz Adams was subjected to a “heresy hunt” for suggesting a rape victim should know the sex of her counsellor.
Although rape crisis centres are autonomous, they sign up to the RCS’s national standards, many of which the review found ERCC had failed to meet.
RCS said the review had found a “significant breach of its standards” and was “pausing” the referral of any new clients to ERCC until it implements the recommendations of the review.
Women only spaces are a required national standard yet they were not available from October 2022 until at least February 2024, when ERCC knew it was facing a tribunal and would be under scrutiny.
The review was heavily critical of Wadhwa, who self identifies as a woman but does not have a gender recognition certificate and is legally a man.
It found her be a domineering as chief executive who “who did not understand the limits on her role’s authority” and it said Wadhwa “failed to set professional standards of behaviour” within the organisation.
She was portrayed as incompetent, overseeing an organisation with systemic failures and a chaotic approach in key areas such as financial transparency, training and safeguarding for staff and clients.
Wadhwa was placed on leave from June this year, a month after she was blamed by the employment tribunal for being the “invisible hand” in the victimisation of Ms Adams for her gender critical views.
The reviewer, charity sector consultant, Vicky Ling, said she was also told victims were not using the service because they deemed it unsafe, given there was no guarantee of being seen by a counsellor born female.
And she recommended ERCC refer any concerned survivors to guaranteed women only services such as Beira's Place, the rape help centre funded by JK Rowling and condemned by Wadhwa as transphobic.
Wadhwa labelled rape victims bigots and transphobes if they doubted whether a man identifying as a woman should run a centre helping women recover from male violence.
She said any staff who did not think all trans women were women should be fired.
According to the employment tribunal, Madhwa was on a mission to 'cleanse the organisation of those who did not follow her beliefs’.
In 2021, Wadhwa caused outrage when she told listeners of the Guilty Feminist podcast that some rape victims were “bigoted people” who needed to “reframe their trauma” and be re-educated if they didn’t agree all trans women were female.
The report said Wadhwa’s controversial comments “caused damage to individuals and to the reputation of the organisation”.
The report said the work environment at ERCC was unhealthy and with high sickness rates and that staff were likely to be too scared to question Wadhwa’s “trans activist” approach.
It recommended an overhaul of the culture at ERCC including the establishment of policies which would guarantee there would be no victimisation of any staff who did not agree with trans-inclusion within the service.
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brucewaynehater101 · 5 months
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Tim ruler of worlds
The reason why no one of the batfam knew that Tim is a king/emperor is simply because they didn't ask, Tim is almost constantly with a tablet or a computer managing his empire, but he never actually explained what he's doing to anyone outside of YJ, so everyone just assumed that his hobby was playing planet mangement games.
at the beginning Bruce thought that Tim gaming so much would end up interfering with Tim's life, but at the time he was still beginning to care about Tim so he just didn't say anything and left Tim to suffer the consequences of his own actions if it affected his studies or Robin.
But the only thing that happened was that Tim was happier than usual, and let's not talk about the fact that Tim felt better when he was helping a planet full of people who acknowledged him and were openly grateful for his actions, unlike someone who despite everything Tim did, was constantly testing him and barely acknowledging all that Tim did for him.
And so Bruce lost the chance to ask what Tim about his 'game', in fact Alfred was happy that Tim had a hobby and the positive effect it had on Tim, so time passed and everyone 'knew' that Tim liked to play those games and was constantly playing even multitasking while solving cases, the only one who could notice that it wasn't a game but instead a system that Tim made for managing his planets would be if Barbara hacked Tim's game to check it, but she has no reason to do that.
That's how despite not hiding at all what he was doing, no one ever noticed anything, in fact Tim thought that everyone knew about it but didn't care, the closest someone ever got was when Jason decided to mess with Tim by doing something on his 'game', but the second Jason touched something the glare that Tim gave him was so terrifying that Jason feared for his life, after that no one even tried to touch Tim's 'game'.
You went for Bruce's throat in this and I appreciate it so much: "unlike someone who who despite everything Tim did, was constantly testing him and barely acknowledging all Tim did for him."
Let's go!
Also, I imagine Jason would feel so guilty about going to mess with Tim's game if he knew that his actions would have drastically affected real people's quality of life.
You are absolutely correct that Tim would design himself an entire program to mimic the games he usually plays to help him understand ruling the world better. It's genius, even if it's unorthodox. That is part of the reason he's able to assume control so quickly.
Poor Tim probably isn't getting enough sleep with all the worlds he is managing. Though, he probably set up automatic processes to help them become independent, self-sufficient, and less reliant on him. He's still there to help them, but he's not directly assisting everything. My hc is that he went dark from Bruce for a few weeks until the worlds were able to manage on their own. He periodically has to "go help YJ with a mission" whenever he acquires a new world to rule. That stuff is better to implement in person, after all
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weirdmarioenemies · 5 months
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Name: Pyroclasmic Slooch (Sulucina vulcanis)
Debut: Pikmin 3
I think Pyroclasmic Slooch has one of the best names of any Pikmin creature! This is the one I break out if I ever need to explain what a Pikmin name feels like. A large scientific jargon-y sounding word, followed by a single silly little syllable it's perfect! And it IS meaningful, because Pyroclasmic is only one letter away from Pyroclastic, as in pyroclastic flow, a hot volcanic gas/rock current. And Slooch is just, look at this thing! It's what "slooch" looks like! Both as a noun AND a verb!
Fire in video game and monster design is usually pretty boring to me, just for how common it is. I get it, since it is pretty much the most "yeowch! don't touch" thing everyone is familiar with, but I have had enough of Charizardlikes bloating my media! Thank goodness, then, for Pikmin, which implements "conventional" elemental properties into fun, pseudoscientific speculative creatures! It may often be a big load of nonsense, but they explain the nonsense so confidently. Yeah alright. Whatever you say! Maybe a slug could be on fire.
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Hello Slooch! What a nice smile you have, framed by your oral tentacles! I wonder if Pyroclasmic Slooch's eyes are useful at all. A regular slug's eyes are mostly just for sensing light and dark, but that doesn't seem practical for a creature that makes its own light that would constantly be in view! Just to be safe, you should give this Slooch a thumbs up, in case it can indeed see you! (computer screen is a real portal to another world where pretend creatures live)
So yeah, Pyroclasmic Slooch is a slug on fire, or maybe a snail whose shell IS fire. It doesn't really matter, either way, the DESIGN is fire! The vibrant orangish stripes on its black body evoke flowing and cooling lava! Lava joke: I bet it was a real "aa moment" when they came up with that design quirk!
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As much as I love Pyroclasmic Slooch, it is a wild animal! And it will try to eat the min that you picked, with its funny blue tongue! Louie, everyone's favorite menace Louie, recommends cooking this tongue and no other part of the creature. Would You Eat? I wouldn't, but I wouldn't judge you for doing it. If you have plenty of Red Pikmin, though, their fire immunity makes Slooches very easy to deal with.
You know, real slugs like mold! Do you think Pyroclasmic Slooch likes mold? Maybe it could be friends, with mold. Let's introduce them!
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Name: Moldy Slooch (Parasitus pseudofungi elasticis hostus)
Debut: Pikmin 4
Hooray! Now they're inseparable! You may notice that Moldy Slooch's scientific name differs greatly from that of Pyroclasmic Slooch, and that is because the Slooch is no longer in control. It is being puppeted by a fungus! Its nervous system and slime organs have been entirely taken over. Isn't that nice? Now the Slooch doesn't have to do any work, because the fungus does all of that for it! This slug can just relax for the rest of its life, because it is not dead! A dried-up corpse wouldn't be useful a very good friend, would it? In fact, if the Moldy Slooch does die, it can be instantly revived by a phallic, yet kindly Toxstool! The gift of eternal life!
Moldy Slooch's description by Dalmo (the animal enthusiast who could have been writing for this blog the whole time and you would be none the wiser includes the incredible line "Slugga slugga choo choo! Here comes the fungal spore train." So fun! Whee! I want to ride the train!
Moldy Slooch is really the best friend someone could ask for. After I met it in person, and it introduced me to Toxstool, I've never felt better! So what are you waiting for, fellow living animals? Come visit our damp cave sometime! You are always welcome :)
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jennamoran · 8 months
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The Far Roofs: Systems
Hi!
Today I’m going to talk a little bit more about my forthcoming RPG, the Far Roofs. More specifically, I want to give a general overview of its game mechanics!
So the idea that first started the Far Roofs on the road to being its own game came out of me thinking a lot about what large projects feel like.
I was in one of those moods where I felt like the important thing in an RPG system was the parallel between that system and real-world experience. Where I felt like the key to art was always thinking about the end goal, or at least a local goal, as one did the work; and, the key to design was symmetry between the goals and methods, the means and ends.
I don't always feel that way, but it's how I work when I'm feeling both ambitious and technical.
So what I wanted to do was come up with an RPG mechanic that was really like the thing it was simulating:
Finding answers. Solving problems. Doing big things.
And it struck me that what that felt like, really, was a bit like ...
You get pieces over time. You wiggle them around. You try to fit them together. Sometimes, they fit together into larger pieces and then eventually a whole. Sometimes you just collect them and wiggle them around until suddenly there's an insight, an oh!, and you now know everything works.
The ideal thing to do here would probably be having a bag of widgets that can fit together in different ways---not as universally as Legos or whatever, but, like, gears and connectors and springs and motors and whatever. If I were going to be building a computer game I would probably think along those lines, anyway. You'd go to your screen of bits and bobs and move them around with your mouse until it hooked together into something that you liked.
... that's not really feasible for a tabletop RPG, though, at least, not with my typical financial resources. I could probably swing making that kind of thing, finding a 3d printing or woodworking partner or something to make the pieces, for the final kickstarter, but I don't have the resources to make a bunch of different physical object sets over time while I'm playtesting.
So the way I decided that I could implement this was by drawing letter tiles.
That I could do a system where you'd draw letter tiles ... not constantly, not specifically when you were working, but over time; in the moments, most of all, that could give you insight or progress.
Then, at some point, you'd have enough of them.
You'd see a word.
That word'd be your answer.
... not necessarily the word itself, but, like, what the word means to you and what the answer means to you, those would be the same.
The word would be a symbol for the answer that you've found, as a player and a character.
(The leftover letters would then stick around in your hand, bits of thought and experience that didn't directly lead to a solution there, but might help with something else later on.)
Anyway, I figured that this basic idea was feasible because, like, lots of people own Scrabble sets. Even if you don't, they're easier to find than sets of dice!
For a short indie game focused on just that this would probably have been enough of a mechanic all on its own. For a large release, though, the game needed more.
After thinking about it I decided that what it wanted was two more core resolution systems:
One, for stuff like, say ... kickstarter results ... where you're more interested in "how well did this do?" or "how good of an answer is this?" than in whether those results better fit AXLOTL or TEXTUAL. For this, I added cards, which you draw like letter tiles and combine into poker hands. A face card is probably enough for a baseline success, a pair of Kings would make the results rather exciting, and a royal flush result would smash records.
The other core system was for like ... everyday stuff. For starting a campfire or jumping a gap. That, by established RPG tradition, would use dice.
...
I guess technically it didn't have to; I mean, like, most of my games have been diceless, and in fact we've gotten to a point in the hobby where that's just "sort of unusual" instead of actually rare.
But, like, I like dice. I do. If I don't use them often, it's because I don't like the empty page of where to start in the first place building a bespoke diced system when I have so many good diceless systems right there.
... this time, though, I decided to just go for it.
--
The Dice System
So a long, long time ago I was working on a game called the Weapons of the Gods RPG. Eos Press had brought me in to do the setting, and somewhere in the middle of that endeavor, the game lost its system.
I only ever heard Eos' side of this, and these days I tend to take Eos' claims with a grain of salt ... but, my best guess is that all this stuff did happen, just, with a little more context that I don't and might not ever know?
Anyway, as best as I remember, the first writer they had doing their system quit midway through development. So they brought in a newer team to do the system, and halfway through that the team decided they'd have more fun using the system for their own game, and instead wrote up a quick alternate system for Weapons of the Gods to use.
This would have been fine if the alternate system were any good, but it was ... pretty obviously a quick kludge. It was ...
I think the best word for it would be "bad."
I don't even like the system they took away to be their own game, but at least I could believe that it was constructed with love. It was janky but like in a heartfelt way.
The replacement system was more the kind of thing where if you stepped in it you'd need a new pair of shoes.
It upset me.
It upset me, and so, full wroth, I decided to write a system to use for the game.
Now, I'd never done a diced system before at that point. My only solo game had been Nobilis. So I took a bunch of dice and started rolling them, to see ... like ... what the most fun way of reading them was.
Where I landed, ultimately, was looking for matches.
The core system for Weapons of the Gods was basically, roll some number of d10s, and if you got 3 4s, that was a 34. If you got 2 9s, that was a 29. If your best die was a 7 and you had no pairs at all, you got 1 7. 17.
It didn't have any really amazing statistical properties, but the act of rolling was fun. It was rhythmic, you know, you'd see 3 4s and putting them together into 34 was a tiny tiny dopamine shot at the cost of basically zero brain effort. It was pattern recognition, which the brain tends to enjoy.
I mean, obviously, it would pall in a few minutes if you just sat there rolling the dice for no reason ... but, as far as dice rolling goes, it was fun.
So when I went to do an optional diced system for the Chuubo's Marvelous Wish-Granting Engine RPG, years later, to post here on tumblr ... I already knew what would make that roll fun. That is, rolling a handful of dice and looking for matches.
What about making it even more fun?
... well, critical results are fun, so what about adding them and aiming to have a lot of them, though still like rare enough to surprise?
It made sense to me to call no matches at all a critical failure, and a triple a critical success. So I started fiddling with dice pool size to get the numbers where I wanted them.
I'm reconstructing a bit at this point, but I imagine that I hit 6d10 and was like: "these are roughly the right odds, but this is one too many dice to look at quickly on the table, and I don't like that critical failure would be a bit more common than crit success."
So after some wrestling with things I wound up with a dice pool of 5d6, which is the dice pool I'm still using today.
If you roll 5d6, you'll probably get a pair. But now and then, you'll get a triple (or more!) My combinatorics is rusty, so I might have missed a case, but, like ... 17% of the time, triples, quadruples, or quintuples? And around 9% chance, for no matches at all?
I think I was probably looking for 15% and 10%, that those were likely my optimum, but ... well, 5d6 comes pretty close. Roughly 25% total was about as far as I thought I could push critical results while still having them feel kind or rare. Like ...
If I'm rolling a d20 in a D&D-like system, and if I'm going to succeed on an 18+, that's around when success is exciting, right? Maybe 17+, though that's pushing it? So we want to fall in the 15-20% range for a "special good roll." And people have been playing for a very long time now with the 5% chance of a "1" as a "special bad roll," and that seemed fine, so, like, 20-25% chance total is good.
And like ...
People talk a lot about Rolemaster crit fail tables in my vicinity, and complain about the whiff fests you see in some games where you keep rolling and rolling and nothing good or bad actually happens, and so I was naturally drawn to pushing crit failure odds a bit higher than you see in a d20-type game.
Now, one way people in indie circles tend to address "whiff fests" is by rethinking the whole dice-rolling ... paradigm ... so you never whiff; setting things up, in short, so that every roll means something, and every success and failure mean something too.
It's a leaner, richer way of doing things than you see in, say, D&D.
... I just didn't feel like it, here, because the whole point of things was to make dice rolling fun. I wanted people coming out of traditional games to be able to just pick up the dice and say "I'm rolling for this!" because the roll would be fun. Because consulting the dice oracle here, would be fun.
So in the end, that was the heart of it:
A 5d6 roll, focusing on the ease of counting matches and the high but not exorbitant frequency of special results.
But at the same time ...
I'm indie enough that I do really like rolls where, you know, every outcome is meaningful. Where you roll, and there's never a "whiff," just a set of possible meaningful outcomes.
A lot of the time, where I'm leaning into "rolls are fun, go ahead and roll," what it means to succeed, to fail, to crit, all that's up to the group, and sometimes it'll be unsatisfying. Other times, you'll crit succeed or crit fail and the GM will give you basically the exact same result as you'd have gotten on a regular success or failure, just, you know, jazzing up the description a bit with more narrative weight.
But I did manage to pull out about a third of the rolls you'll wind up actually making and assign strong mechanical and narrative weight to each outcome. Where what you were doing was well enough defined in the system that I could add some real meat to those crits, and even regular success and regular failure.
... though that's a story, I think, to be told some other time. ^_^
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mariacallous · 6 months
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Oregon governor Tina Kotek yesterday signed the state's Right to Repair Act, which will push manufacturers to provide more repair options for their products than any other state so far.
The law, like those passed in New York, California, and Minnesota, will require many manufacturers to provide the same parts, tools, and documentation to individuals and repair shops that they provide to their own repair teams.
But Oregon's bill goes further, preventing companies from implementing schemes that require parts to be verified through encrypted software checks before they will function, known as parts pairing or serialization. Oregon’s bill, SB 1596, is the first in the nation to target that practice. Oregon state senator Janeen Sollman and representative Courtney Neron, both Democrats, sponsored and pushed the bill in the state senate and legislature.
“By eliminating manufacturer restrictions, the Right to Repair will make it easier for Oregonians to keep their personal electronics running,” said Charlie Fisher, director of Oregon's chapter of the Public Interest Research Group, in a statement. “That will conserve precious natural resources and prevent waste. It’s a refreshing alternative to a ‘throwaway’ system that treats everything as disposable.”
Oregon's law isn't stronger in every regard. For one, there is no set number of years for a manufacturer to support a device with repair support. Parts pairing is prohibited only on devices sold in 2025 and later. And there are carve-outs for certain kinds of electronics and devices, including video game consoles, medical devices, HVAC systems, motor vehicles, and—as with other states—“electric toothbrushes.”
Apple opposed the Oregon repair bill for its parts-pairing ban. John Perry, a senior manager for secure design at Apple, testified at a February hearing in Oregon that the pairing restriction would “undermine the security, safety, and privacy of Oregonians by forcing device manufacturers to allow the use of parts of unknown origin in consumer devices.”
Apple surprised many observers with its support for California's repair bill in 2023, though it did so after pressing for repair providers to mention when they use “non-genuine or used” components and to bar repair providers from disabling security features.
According to Consumer Reports, which lobbied and testified in support of Oregon's bill, the repair laws passed in four states now cover nearly 70 million people.
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dailyadventureprompts · 9 months
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Homebrew Mechanic: Battles of Attrition
I think we can all agree that there’s something a little wonky with how d&d’s combat system changes between the early and mid/late game. Heroes go from being rightfully cautious about danger to being outright banal about it, confident that their accumulated power will be enough to dispatch all but the most outstanding foes.  The traditional solution is to put them up against stronger enemies but in my experience these mismatched encounters are a failing proposition: combat just gets more swingy and there’s only so many high level threats I can throw at them in a short period of time before it begins to strain credulity.   
While a lot of folks (Especially the OSR crowd) have taken the stance that 5e is broken because of how much it empowers players, I think the real fault lays with the lack of systems that exist to provide challenge outside of anything related to the damage based tug-of-war that is combat.  I think a lot of those systems were part of the non existent “exploration” pillar of the game before Hasbro realized they could make easy money selling the game in its unfinished state and gutted it along with the development team. 
Thankfully, I and other homebrewers are around to do what the megacorporations cant, namely have some original thoughts and try and figure out a way to add challenge back to the game without resenting those playing it for having fun. 
TLDR:  Trying to make our games challenging by upping damage numbers in combat is a losing proposition, in no small part because that part of the game is DESIGNED around the heroes winning. Instead, we up the overall difficulty by making them temporarily weaker with systems like sickness, stress, exhaustion, & item degradation. All of which I have details and guidelines on below the cut. 
First and foremost let me state some of my goals for these “attrition systems”, so we can all be on the same page. Whenever I make homebrew rules I try for something that’s going to require little to no paperwork on behalf of the players and can be seamlessly implemented into my DMing style. It’s not about realism, it’s not about punishing players, this is a way for me to add mechanical depth without bogging down the machine entirely. 
Attrition should be largely non-permanent.  The 5e audience invests a lot in their characters both emotionally and mechanically, so it won’t do to pile on debilitating debuff after debuff to the point of making a character useless. 
There should be an inverse relationship between the severity of the affliction and how long it lasts. Think in term of encounters, days, or weeks, (with the understanding that an attrition that goes on for long enough becomes a questhook in itself) 
The exception to this rule is if someone hits 0 hitpoints. I’m outspoken in my stance that characters should only die when it’s alternatively appropriate, but the dm is at liberty to inflict thematically devastating setbacks in the unlikely event that the party DOES suffer losses in the damage tug of war. 
We want to be sparing with how much attrition we throw at the party at once, so as to not create a “death spiral” where failures compound upon one another and make getting through the adventure impossible. 
In most cases suffering Attrition should be something the party is able to avoid by being fast/lucky/cautious/clever or whatever else the encounter requires. It’s there to add weight and consequence to their actions, and as a factor for DMs to build scenarios around. 
Exhaustion:  Unlike a lot of the other changes made in Oned&d, I actually quite like the overhaul of “each point of exhaustion is a cumulative -1 to all d20 rolls and spell dc, beyond 10 is death” as it allows us to play with exhaustion far more readily as an attrition. 
Every night you don’t rest in a haven (a safe comfortable place)  you need to make a con save or take a point of exhaustion, with the ruggedness of the environment determining the DC. Characters with the survival skill or natural explorer feat don’t have to make this roll. Only rest in a haven removes exhaustion at the rate of one point per night (though spaces like a luxury inn or a peaceful glade watched over by friendly fey may restore more)  
Hitting 0 hp and then being healed gives you a point of exhaustion. Nothing’s going to tire you out like getting magically defibulated so now everyone can stop complaining about healing word spam. 
Poison:  For our purposes, the “poisoned” condition as written  is too severe. Disadvantage on all attacks and ability checks is downright punishing for anything other than a single battle. Instead we’re going to make it work like charmed, where there’s a baseline effect for the purposes of resistance, but the status of each poison is dependant on the source.  
Poison falls in the “ short term big effect” side of attrition, specifically undermining a player’s ability to do most things since most effects end on a successful save or at the end of an encounter. Long lasting poisons should have more minor effects than the default poisoned condition, only applying to a few types of rolls or having a bane-like effect that makes judging the odds just a little bit more difficult.  
This makes poison great to use for dungeons and short-ranging exploration where the party is likely to face multiple encounters in one day. 
Diseases:  4e aced the design of these maladies by treating them as a contained skill challenge with their own CR  with various stages: stage 0: you were cured, stage 1: you suffered the initial effect, stage 2 or 3: you suffered a severe effect, with the final stage (3-4) being some effect that made the disease permanent.  When you got a disease it was usually stage 1, and you (usually) saved for it at the start of each day. Beating the DC by 5 or more meant you went down a stage (closer to 0), where as simply succeeding meant it stayed as bad as it was. Failing meant you got sicker, meaning a character could bounce up and down in wellness as an adventure went on. 
Diseases are best for longterm adventures, and often undermine one particular aspect of a character ( healing, actions assosiated with a particular stat).  Counterpoint to poisons, diseases should start out fairly gentle and then get worse the longer they’re left alone, leading to eventually devastating effects.  
Curses:  While borrowing the mechanics of diseases, I’d have curses be specifically weirder in their effects. The sort of thing that can make up the central hook or b-plot of a whole adventure.  This should also mean that curses are the hardest for the party to stumble into, but also the hardest to shake. 
Item Degradation: Detailed in a previous post HERE, the long and short of it is that item degradation is a form of player driven attrition that gently curbs their overall power level. If they go too hard, use their best items recklessly, get involved in needless fights, then they’re going to be in worse shape by the time they reach the final challenge. This was supposed be the idea behind HP/limited class abilities per day, but attrition systems cover that better IMO. 
Stress:  The psychological counterpoint to exhaustion,  I’ve already talked about Stress HERE. I tend to only use stress in horror themed adventures and campaigns, as it builds upon 5e’s optional “madness” system which fits the theme when gothic terrors and eldritch abominations but less so with the game’s usual heroic fare. 
Hunger & Supply:  I made a super lightweight system based off this idea of “depletion die” for potions and other consumables, check it out, it’s lightweight and fantastic.  Using this kind of system gives us another avenue to challenge our party, lengthening or shortening their lifeline as they lose supplies and seek out new caches. 
Thinking environmentally:  Part of the fantasy of being an adventurer is travelling to dangerous places and living to tell the tale.  We’re denying our party that fantasy if we don’t follow through on the threat the idea of these places imply.  You should risk sickness if you go into a swamp, sewer, or jungle, thirst should be a factor in desert exploration, just like freezing is for mountain and winter expeditions.  That’s to say nothing of magical hazards; cursed landscapes that drain your will to live dead marshes style, alchemical smog in a steampunk industrial zone, fading into nothingness as you approach the edge of existence.  
Figure out the natural hazards, make your party aware of the danger, and then build your adventure around the fact that they’ll need to save against the hazard each time they take a long rest.. Do they take a detour if it means having a safe place to camp? Is there a resource they need to manage along the way? Could encounters expose them to further dangers or make their current exposure worse? Keeping these ideas in mind especially when you’re planning a wilderness exploration adventure should give you lots of ideas to fill up those encounter tables. 
Adding insult to injury:  Giving enemies the ability to inflict attrition in various forms makes otherwise trivial  enemies a credible threat even to a seasoned adventuring party. As an example,  A party might breeze through a fight with some monstrous spiders ( or even ONE regular sized spider, if you can imagine) , but that spider encounter doesn’t need to be the most dangerous thing ever if their next encounter is a navigation challenge fording a river and a few of the heroes are still groggy thanks to the slow acting poison in their systems.  
In this way you can use attrition based battles to soften your party up for greater challenges, long after their HP totals and healing ability have outpaced the damage a single trap/encounter can do. 
Artist
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nahoney22 · 1 year
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Dirty Whispers***
All Bad Batch Boys X F!Reader
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How the boys react to you talking dirty into their ears in a crowded room.
warnings: NSFW, 18+ only, implied sexual content, flirting, slightly cheesy, explicit language, dirty talk, female reader, with Hunters it’s insinuated that reader has tattoos, with Crosshairs he’s quite dom towards the end. established and non-established relationships. Brief mention of alcohol.
Authors notes: big thanks to @eyecandyeoz & @raevulsix who gave me inspiration for this work as I’ve been drawing blanks all week. 😵‍💫🩵
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Echo
The mission unfolded smoothly, with everything going according to plan and the group right on schedule. However, a momentary standstill shifted the focus onto Echo. Amidst surveying the surroundings of the room you're trapped in, you, along with the rest of the team and the five rescued prisoners, identified an accessible circuit that could make or break the situation. Luckily, Echo just so happened to possess the exact tool required for the job.
He gets to work and after a few minutes you get bored of waiting around and found yourself feeling a little... naughty.
You had been flirting with Echo for a long while now and judging by how he acts around you, you're fairly certain he feels something for you aswell. Though his flirting is not particularly reciprocated back, his flushed expression, gentlemanly manners and shy stuttering was too cute to ignore.
You kneel down next to him, everyone else in their own conversations and smile softly at him. "Any luck?"
"This system is a bit intricate. Usually, plugging into terminals and computers isn't a challenge but this coding is new.," he responded with a sigh, his brows furrowing in deep concentration.
Humming softly, you took a daring step, leaning in until your lips brushed his ear, causing his scomp to momentarily pause. "I might have something simpler for you to plug into," you whispered, the hint of innuendo igniting a fire across his skin, his stomach fluttering and excitement stirring in his pants.
He pulled away, wide-eyed and taken aback by your flirtatious advance. Yet, as you tilted your head with a feigned innocence, his scomp spun to life again, generating sparks that held promise. The door hissed open successfully.
"I knew you could do it," you grinned, acting as though nothing provocative had been said, before joining the others in making your exit.
He stands back for a few moments, breathing heavily and wiping the sweat off his brow. "She's not wrong." He mutters to himself with a small smirk, knowing he had to get you alone tonight.
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Hunter
When the time came to redecorate your armour, you were happy to design your gear anyway you wanted to. However one day, a certain design catches Hunters attention.
You’re all in the Marauder, going through gear inspections when Hunter came towards you and points to your chest plate. “Mind if I take a look?”
You nod simply, offering him a smile as you unclipped the armour from your body and passed it over. You grew curious however as he traced his finger over a particular drawing you implemented into the artwork. “See something you like?”
He chuckles but nods. “Didn’t take you for someone who likes to doodle.”
You shrug, “Only sometimes. All my armour pieces have different designs.”
“Oh yeah? Mind if you show me?” His eyes dance with mischief and your heart fluttered as you knew he was flirting with you which wasn’t uncommon recently.
Then, a lightbulb appears above your head. You take a step closer to him, glancing at the others who seems to be in their own mind before standing on the tips of your toes towards his ear, lips brushing against his lobe and breath fanning over his skin. “You know… all these customs aren’t just on my gear. I could show you more tonight?”
He inhales sharply and closes his eyes, easily imagining your nude skin etched in designs that you were clearly willing to show him. He looks to his brothers, none of them seeing the exchange between the two of you. “I really like that idea,” then, he leans down to you, his eyes dark with lust as he whispers, “perhaps I could show you some of mine as well, darling?”
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Wrecker
Back on Coruscant, Wrecker's confidence was on full display in one of the training rooms, especially when around the Regs. His raw strength turned heads effortlessly. While his captivating personality was what made you fall for him, his powerful physique and his ability to lift ships as if they were mere trinkets only deepened your admiration.
After your own training session, you turned to find Wrecker in the midst of deadlifting an impressive 450kg, surrounded by a group of about 30 Clones. The way his muscles strained against his clothing ignited a sense of heat within you; you couldn't help but be captivated.
As he settled down, taking a swig from his canteen, you approached, your own workout completed, and boldly took a seat in his lap. The unexpected move caught him off guard, but a grin spread across his face as he recognized you. "Hey gorgeous girl, what ya up to?"
A mischievous smirk played on your lips. "Oh, I couldn't resist admiring your workout and felt the urge to come give you a kiss," you replied, leaning in to plant a lingering kiss on his lips. Your satisfaction grew as he emitted a soft moan.
"Babe, the regs are watching," he eventually pointed out, prompting you to open your eyes and glance toward the clones who were suddenly trying to appear nonchalant after having undoubtedly been ogling the scene of your public display of affection.
You shrugged, a devil-may-care attitude in your demeanor, your smirk growing wider. Leaning closer to him, you brushed your fingers along his cheek, your lips tantalisingly close to his ear as you whispered, “I dare you to carry me to the storage unit and fuck me. Hard.”
He laughs but as he sees the lust in your eyes, he knew that you were not just teasing him. “Really?”
“Really.”
Let’s just say the regs were swift to file out the gym when things got a little heated.
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Tech
Sitting across the bar from Tech in the, surprisingly, lively atmosphere of Cid's parlour, you couldn't help stealing glances in his direction. His head was buried in his datapad, a not so unusual sight. Amusement welled up within you as you observed his growing agitation, patrons brushing against him, drinks spilling over the bartop and likely onto his clothes and boots. Feeling a desire to relieve his discomfort, you decided to take action.
With a subtle smirk, you retrieved your own datapad and sent him a message that read, 'why don't you come over here?' Watching closely, you noticed him squint as he read the message before his gaze scanned the room until it landed on you. A smile emits immediately on his lips, and without delay, he abandoned his stool and made his way toward you.
"Your message came just in time. I was starting to fear that another drink might find its way onto me and I may not have the patience to hold back," he admitted with a sigh, a quick glance revealing various splatters and stains on his clothes.
Raising your drink to your lips, a surge of boldness surged through you. "How about I help you get out of those clothes?" you proposed, your voice carrying a hint of suggestion.
He briefly shifted his gaze to his device, processing your words before his attention returned to you, focusing on your eyes that shined over the brim of your cup. He seemed to think before speaking, "I must admit, I'm not entirely sure if I'm interpreting this situation correctly. Are you genuinely offering help, or..." His words trailed off as a small group of people moved behind you both, resuming once they had passed. "Or are you implying something else?"
His innocence was endearing and as you take a swig of your drink, eliciting more liquid courage, you turn to him fully and lean forward until your lips brushed against his ear. You feel him shudder under your gentle touch. “I help you out of your clothes, you help me out of mine. And then you can do whatever you want to me.”
He inhaled a sharp breath. “Anything meaning…?”
You giggle, not being able to help yourself as you gently nibble on his earlobe, eliciting a gasp from him and his hand to instantly land on your thigh. “Yes. Anything.”
In a split second, Tech stands and you feared you may have took things too far but then he takes a hold of your hand before leading you out of the parlour and straight to the Marauder…
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Crosshair
As you feel an object hitting the back of your head, you pivot to find a toothpick landing at your feet. Your expression tightens into a frown as you scan the surroundings, only to spot Crosshair lounging against the doorway, smoothly placing another toothpick between his teeth. Cockily.
"Real comedian," you quip with a sarcastic tone. However, as you begin to turn away, another toothpick whizzes towards you. A sigh escapes your lips as a small skirmish unfolds, involving toothpick projectiles flying between you and Crosshair.
The confines of the Marauder had kept all of you cooped up for too long, and the signs of boredom were evident. Little did you anticipate that it would be Crosshair who initiated a kind of entertainment, seemingly innocent yet playful, involving the tossing of items back and forth—much to Echo's apparent dismay who told you both to clean up after yourselves.
Later, as you find yourself in the cockpit, steering through hyperspace towards your next destination, Crosshair's foot brushes against yours from the chair opposite you. An involuntary response makes you kick back, and a realisation washes over you: this isn't just playful banter anymore, but a glimmer of flirtation. With a hint of a smile, you and Crosshair have unknowingly transitioned into a game of footsie. But boredom takes over again.
Sitting next to him, the two of you listening in on the bickering between Hunter, Wrecker, Echo, and Tech, you lightly tap your head against the wall repeatedly. His attention eventually turns to you, a hint of a smile gracing his lips. "Bored, pretty girl?" he remarks, causing a delightful flutter in your chest, even though you try to downplay it.
"Yeah, I'm bored," you reply with a sigh, your fingers idly strumming against your thighs.
He starts a sentence but then pauses, seemingly reconsidering his words. You give his shoulder a gentle nudge, encouraging him to continue after a brief silence. He inhales, then turns to face you, his closeness apparent, seemingly unbothered by his brothers' presence who don’t seem to notice you both. "So, how do you think we could change that?" he inquires, his tone laced with flirtation and desire.
Exhaling deeply, feeling your cheeks warm up, you decide to meet his tone. Leaning in toward his ear, your warm breath caresses his skin as you reply, “How about we go to the refresher and you fuck my ‘pretty’ face?”
Your bold and straight to the point answer makes his eyes briefly widen and his fists clench. You watched your eyes intensely, seeing if there was any sign of reluctance but there wasn’t.
He keeps his closeness and speaks, voice raspy and filthy. “Meet me in there in two minutes. You may as well speak to the others before you come in because you won’t be able to move your jaw after I’m done with you.”
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Masterlist
If you feel like buying me a coffee 🤗
Tags: @andyoufollowyourheart @photogirl894 @fantasyproductions @littlefeatherr @kaitou2417 @captxin-rex x @jesseeka @ashotofspotchka a @oohyesplease @theroguesully @mustluvecho @ladykatakuri @jambolska-grozdova @arctrooper69 @padawancat97 @rain-on-kamino @either-madness-or-brilliance @staycalmandhugaclone @ko-neko-san @echos-girlfriend @fiveshelmet @dangraccoon @plushymiku-blog @chrissywakingup @kixs-husband @pb-jellybeans @nunanuggets @sleepycreativewriter @erellenora @zippingstars87 @erellenora @tech-aficionado @grizabellasolo @therealnekomari @tech-depression-inventory @brynhildrmimi @greaser-wolf @tinyreadersmur @seriowan @kaminocasey @marvel-starwars-nerd @ladytano420 @ladyzirkonia @imalovernotahater @whore4rex @imperialclaw801 @temple-elder @mysticalgalaxysalad
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reasonsforhope · 27 days
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"In drought-stricken areas, communities facing water shortages, or even in residential and commercial buildings eager to improve their environmental footprints, atmospheric water generators represent a new frontier in water production.
While it might sound like a tidbit from a science fiction movie, even the driest places on earth have moisture in the air that can be extracted and used for everyday necessities like plumbing and drinking. 
Unlike traditional dehumidifiers, which also pull moisture from the air, AWGs utilize filtration and sterilization technology to make water safe to drink. 
And while there are plenty of AWG companies out there — and the science itself isn’t novel — AWGs are becoming more efficient, affordable, and revolutionary in combating water scarcity in a myriad of communities.
Aquaria Technologies, a San Francisco-based AWG startup, was founded in 2022 to help provide affordable and clean drinking water in areas most affected by climate change. 
Using heat exchange and condensation, Aquaria’s generators draw air into their systems, cool that air below its dew point, and as it condenses, capture that water and filter it for consumption. 
As the cycle continues, the generator’s refrigerant vaporizes and goes through a process that cools it back into a liquid, meaning the heat transfer cycle repeats continuously in an energy-efficient and self-sustaining system.
“I’m sure you’ve had the experience in the summer, you take a glass of a cold drink out of the fridge and then water droplets form on the side of the bottle,” Aquaria’s co-founder and CEO Brian Sheng, said in a podcast episode. “That’s actually condensation.”
Sheng continued: “The question is, how do we create condensation? How do we extract water out of the air in large volume and using little energy? That’s what our technology does. We have created both active and passive cooling methods where we use special materials, and we’ve created heat exchange and recovery systems and airflow design, such that we’re maximizing heat exchange, and then we’re able to extract large volumes of water.”
Aquaria has created a number of generators, but its stand-alone model — the Hydropack X — can replace an entire home’s dependence on municipal water, producing as much as 264 gallons of potable water per day. 
Other models, like the Hydrostation, can provide water for up to 1,500 people at parks, construction sites, or other outdoor public areas. The Hydropixel can make 24 gallons of water per day for a seamless at-home application, requiring a simple outlet for power. 
“Atmospheric water generators present a groundbreaking solution to the global challenge of clean water scarcity, leveraging the humidity present in the air to produce potable water,” the company’s website explains.
“This technology is versatile, functioning efficiently across diverse climates — from arid regions to tropical settings. From rural communities in developing countries to advanced cities facing unexpected droughts, atmospheric water generators have a wide range of applications… transforming lives and providing secure, clean water sources.”
Considering an estimated 2.2 billion people lack access to clean water globally — including in American cities like Flint, Michigan, or Modesto, California — innovative solutions like AWGs are vital to maintaining the basic human right to clean water. 
The World Economic Forum has begun to dip its toes into this technology as well, implementing public and private partnerships to introduce AWG units in Arizona’s Navajo Nation, where the machines produce about 200 gallons of clean water per day.
“When combined with an appropriate level of community engagement and triple-bottom-line business (people, planet, profit),” a blog post for WE Forum said, “this model can be a powerful stopgap solution where few exist today.”
Similarly, according to New Atlas, Aquaria has a partnership with developers to supply its technology to a 1,000-home community in Hawaii later this year, relying entirely on atmospherically generated water.
The company also has a “Frontier Access Program,” which partners with water-related NGOs, community project developers, and sustainable development groups to deploy this technology in areas most in need.
Regardless of their use cases — in homes, in communities facing water shortages, or at aid sites navigating natural disasters — AWGs have a minimal environmental impact. Sourcing water “from thin air,” requires no plastic bottles, no large-scale plants using up loads of energy, and no byproducts that can harm the environment."
-via GoodGoodGood, August 27, 2024
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evergone · 2 years
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Read between the lines
Theodore Nott x reader
Warnings: limited swearing, kissing
Description: The reader comes to terms with their feelings for Theo through the narrator and the narrator's subconscious.
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The Slytherin dormitories were by far the best out of all the houses and that wasn’t something you thought just out of bias or pride for your own house, it was the objective truth. While the other houses shared their dormitories with anywhere from one to four roommates (to foster teamwork or cooperation, you presumed), the Slytherin dormitories were one to a room (likely to foster individuality and self-dependence). Gryffindor had some system to stop the boys from entering the girls’ dormitories apparently, a shame for them, really, because Slytherin trusted its students enough that no such system was implemented for you. Sure, there was the occasional pregnancy scare but no more than the amount that came out of the girls sneaking into the boys rooms in Gryffindor. And, as if that wasn’t enough, each room had its own private en suite bathroom to add that extra level of superiority over the other houses.
Everyone in Slytherin liked to boast that their room was the best. Between the designer decorations their parents bought them and the hours they spent rearranging furniture, it could occasionally get a little competitive. Your own room was nice but nothing too fancy. Of course, your parents were well off (that was basically a prerequisite of Slytherin), but they weren’t the kind to show that off. Only your father had gone to Hogwarts and, unlike you, he was a Hufflepuff, so he was always a firm believer in having a more modest amount of belongings. Your room definitely had his influence, with sketches of his favourite dragons, cuts of plants from his garden, and an old mirror of his.
Of all your friends’ rooms, it was Theo’s that you found to be “the best.” That’s why you were headed there to study with him in the comfort of his sheep’s wool blanket (and occasionally his arms if you were too tired to bother). It was a study nook rather than a bedroom, with enough books to fill a library and a collection of antique pens. Truly, the best place to study, the best place to be and the best of the Slytherin bedrooms.
“Excuse me, Y/n L/n?” You turned at the sound of your name to see a tall, olive-skinned girl with blue lining in her robes standing awkwardly amongst a small group of girls.
Not all of them were from your year but the one who called your name certainly was. Last year you had… What was it? Oh yes, you had Care of Magical Creatures with her. She had her bow stolen straight from her black hair by a pixie and Draco, ever the kind boy, had teased her relentlessly about it for the rest of the week. Quite hypocritical of him, considering his own track record with magical creatures, but it wasn’t any of your concern. Her name was something like, Ann or Sam or… Sue! Sue Li (you were never good with names).
“How can I help you, Li?” You said politely, unsure whether she’d prefer you call her by her first or last name, “There isn’t anything wrong, is there?”
“No, no, everything’s fine, um,” she barely made eye-contact with you, her head tilted to the left to hide her gaze, “You’re friends with Theodore Nott, right?”
A half-laugh escaped your lips at the coincidence that she was asking after the very person you were on your way to see. It took her aback, her face lighting up with offence before you quickly apologised, explaining that you hadn’t meant to laugh at her, rather, at the coincidence you found yourself in. She nodded and her shoulders relaxed, like a weight had been taken off them by your openness to chat.
“I was just wondering, you know, Valentine’s is next week, and, well…” Li danced around the point of the conversation for a while, stalling with enough ‘uh’s and ‘erm’s to last you a lifetime, “I was wondering if he — Nott, that is — had a date?”
Valentine’s day. You’d forgotten about that. Never in all your years had you celebrated Valentine’s day (not that you hadn’t wanted to). Neither had Theo as far as you knew (not that he hadn’t wanted to). He wasn’t really the romantic type, to be honest, he’d never so much as mentioned a crush or told you he found someone attractive, let alone talked to you about a Valentine’s date. Theo was the private type, he didn’t like parties or team sports or group projects, Merlin’s beard, he didn’t even like it when people went in his room (other than you, of course). To think he would agree to a date with someone without talking to you and having an entire identity crisis first was out of the question. So, you supposed the short answer was no.
“I don’t believe so,” you told Li.
“Oh! Good! Well, then, would you give him this?” She asked and handed you an envelope sealed with a little blue and silver spot of wax.
Before you even had the time to answer she had waved a ‘thank you’ and skipped off in the other direction, giggling with her friends. You blinked twice and pocketed the envelope, turning on your heel to continue your journey to Theo’s room. On your walk through the halls you found your fingers blindly playing with the wax seal in your pocket. As if of their own accord they were picking it off. Letters are a confidential thing, and you knew for sure (well, you were pretty sure) Theo would be (maybe slightly) upset if you opened his letter without permission. You already knew what was inside, it was obviously a declaration of love.
Would Theo like a love letter? Truthfully, he presented as the kind of guy that would hate the complexity of a love letter. If, say, you were to confess your love to Theo (not that you were in love with him or whatever, but just for argument’s sake), what would you do? He’d like for you to tell him casually, you thought, as if it was just another everyday conversation. Grand gestures weren’t his thing, he was a quiet guy, a reserved guy, again: a private guy. The intimacy of the moment would be enough for him; your arms slightly grazing each other as you sat side-by-side in his bed, your faces so close that you’d be breathing the same air, your legs interlocked under the sheets (because if no one else saw it, it wasn’t happening, right?). You didn’t love Theo, but you knew how you would love him (liar, you wanted him). What? (You had ripped the envelope in your hand by the time you got to the entrance to the Slytherin common room).
“Password?” The portrait of Elizabeth Burke, an ancestor of yours, asked as if you didn’t see her every day.
“Slytherins are supreme,” you replied and she swung forward to let you in.
“Pass, poppet,” she said fondly, “Remember to make our family proud.”
The response you gave her every day escaped your mouth robotically — something like ‘always do’ or whatever it was — and you stepped into the common room. Almost home. ‘Home’ wasn’t your room, no, despite the multitudes of furniture and decorations that were from your actual house in rural England, you didn’t feel as at home in your own room as you did in Theo’s (I wonder why). Shut up. (Theo’s room was nice and all, but it was just another room. The same bricks that built yours had built his. They were identical down to the centimetre, apart from the odd extra piece of furniture and a few of your own personal touches—) Merlin’s beard, who’s story is this? (— The only real difference between your room and his was that yours didn’t have him.) Pansy interrupted you on your way, her hair in two braids. Over the years it had grown rather long, from just under her chin when you were all first years to her shoulders. (Some of your other friends had grown too, a particular Theodore Nott comes to mind. Where once was a short, meagre little boy, was now a man who towered over you with just the right amount of muscle to attract you). Stop it, please.
“Are you going up there to snog him?” Pansy teased (she gets it), “You guys never get your homework finished and, quite frankly, it’s a little suspicious.”
“We’re just friends who have too much to talk about,” you laughed (but it was laced with a sense of pride. Did other people think you were snogging him? Did the two of you appear like a couple?).
Pansy scoffed, not believing a word you said (as she shouldn’t) but too exhausted from double Defence Against the Dark Arts to argue with you. At the door to Theo’s room, you paused and let your fist hover above the deep brown wood. Nerves? You were just going to study, like you always did. Why on earth would you be nervous? (Maybe because you liked him and it was finally dawning on you that, by Salazar, you’d torn up a love letter that was surely going to get chased up. How did you plan to lie your way out of, or even justify that decision?) The door opened before you got the chance to knock and your eyes were blessed with the sight of Theodore Nott, who looked down at you with furrowed brows.
“Why are you just standing here?” He asked.
“Sue Li gave me a letter for you,” you said, refusing to acknowledge his question.
“That Ravenclaw girl who got her bow stolen last year in CoMC?”
The nod you gave him shook a loose eyelash from your eyelid and you watched it fall down onto your cheek then pushed straight past him and made yourself comfortable in his bed (and he was alright with this despite all these claims of being a “private person” because anything for you, Y/n, dear). It was only Autumn but already the Winter chill was starting to settle into the centuries-old uninsulated castle that was Hogwarts. Professor Flitwick cast a heating spell every year at the beginning of December but sometimes Autumn got nippy enough that students would go beg for it to be cast a bit earlier. Hopefully, that would be the case this year. The sheep’s wool blanket was a blessing on your legs that were previously covered only by your crappiest thin stockings.
“Can I see the letter?” Theo pushed.
You looked up at him through mascara clad eyelashes, one lash less thick than minutes prior, and silently prayed that your tongue would fall out so you’d never have to embarrass yourself by telling the truth. (You couldn’t lie to him, not to Theo). Would you like to take over? (I really, truly would.) Fine. Go for it. (Much appreciated. Theo could see through you, that was something you really admired about him. Transparency came easy when the other party already seemed to know everything.
“I threw it away,” you said.
Were you ashamed? Of course you were. There was always the chance that Theo may have liked Li or wanted to get to know her and you had taken it upon yourself to, quite literally, throw that chance away. Theo didn’t mind, though. He elbowed you until you slid over to the other side of his bed to make room for him under the covers and he sat down next to you. It was perfect. Exactly how you’d imagined it. Your arms were like atoms, so close but never daring to touch. Your faces had closed in and the air you breathed was hot and moist. It was his air. Under the blanket his legs sought yours out like an explorer wandering through uncharted land. When they found yours they locked, knowing they were where they wanted to be.
He took a breath in, inhaling you, “Why did you throw it away, Y/n/n, dear?”
“She wanted to be your Valentine’s.” He breathed out and you inhaled him in return.
He inched closer to let the tips of your noses touch, obscuring your vision and blurring his face, “I don’t even know her.”
He knew you. Theo had known you since the first time he saw you on the Hogwarts Express in your colourless robes with an excited but airy aura about you. Theo had known you since third year when he watched you verbally assault Draco so severely that you were handing his ass to him, stick and all. Theo had known you since fifth year when you slapped that Hermione Granger girl right across the face for insulting your family’s line of work. Although, perhaps, ‘knew’ wasn’t the right word.
“I don’t love her,” he said.
“Good,” you said with a smile, “Who do you love?”
“Let’s save it for Valentine’s day, eh?”
Right there in his face, you scoffed at him. Neither of you had ever celebrated Valentine’s day, there wasn’t a chance in all that is holy that you were going to start then. So, you leaned your chin in and captured his mouth in yours.
You pulled away, “Who do you love?”
“You, Y/n/n, you, you,” he rushed, stumbling over his words, “I love you.”
“I love you.”)
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