#just simple PSI really
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bigpoppashawarma · 4 months ago
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Kya kyi kya kyoo.
(Give me some gum now.)
Kaki kuke ko.
(I'll take care of everything.)
Tessie is my favorite part of EarthBound, and I am so pleased with how this turned out!
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media-illiterate · 1 year ago
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PSYKER HEADCANONS: FREE TO A GOOD HOME!
I wrote these out a while ago for my own use, and never posted them. But, as some people expressed interest, HERE THEY ARE! I'm gonna put them below a read more, because there's a lot of them. I have more on other psychic weirdness that I might post if people are interested in these.
(A reminder: Psykers are canon. There were psykers in fallout 1.)
Psykers - who often refer to themselves as Gifted - are individuals with strange powers and abilities – gifts* – that defy rational scientific explanation. Although they existed in small numbers before the war, psykers have become much more common since the bombs fell.
Psykers are fairly rare. Generally there's only a handful of psykers in any given geographic area, and they tend to stay on the move for their own safety. Many hide their nature for fear of being captured for study by high-tech groups such as the BOS or the Institute. 
Gifts broadly fall into two categories: Projective and Receptive. Projective gifts include things that have external effects, like telekinesis, telepathy, pyrokinesis, etcetera. Receptive gifts are more internal, like precognition, psi-empathy, etc. Some gifts, like dream-walking and bio-pk, straddle the line.
Psykers typically have a mix of projective and receptive gifts, but usually with a stronger affinity for one than the other. Really powerful projectives tend to have minor receptive gifts, and visa-versa. Being a psyker does come with free ESP, though.
Most psykers acknowledge that the sources and natures of their gifts are extremely varied: prenatal exposure to FEV and/or radiation, extended parental contact with psi-phenomena, genetics, and simple random mutation are all common explanations of a psyker’s origin.
Many psyker’s gifts are latent/dormant, and the individual doesn’t consciously experience anything unusual. Latent gifts can awaken any number of ways, with physical or mental trauma and exposure to psychic phenomena being common triggers. For some, it seems truly random.
Overusing a gift causes “Burnout”. Symptoms vary widely; sudden change in blood pressure,  heart rate, and body temperature are common, with purely neurological symptoms being rare but not unknown. Burnout can be deadly if a gift is pushed too far, especially for very strong psykers.
Receptive psykers are notably more common than projective psykers. Pykers with powerful projective gifts are rarer, and tend to be significantly more vulnerable to fatal burnout, but are not so rare as to be surprising. (I.E. How many serious athletes do you know?)
Receptive psykers are also more prone to advertise their gift (usually in return for caps) due to their intangible and thus easily dismissable nature. Projective types tend to be quiet about their Gifts for their own peace and safety, though some revel in the fear and awe they invoke.
Psykers tend to have really intense eyes, regardless of color. A psyker making eye contact tends to feel noticeably more… direct than normal. Especially if said psyker has psi-empathy or telepathy, in which case it can feel downright intrusive, like they’re inside your head.
Non-psykers can usually sense the use of a psyker’s gift indirectly. Someone standing near a telekinetic might feel their hair stand on end, while someone near a precognitive might feel watched. Regardless, strong gifts create a strong sensation of power and tension when in use. 
Psykers stand out to other psykers. When they get close enough they can just feel them on the edge of their perception: more there than everyone else, almost like they’re backlit. Distance varies with sensitivity, but two psykers would usually sense one other across a crowded street.
Psykers have an aura, influenced by their powers and personalities, visible to other psykers when they use their abilities, as well as in dreams. Psykers can also literally sense what other psykers are doing with their powers, especially projective gifts.
Extended contact (physical or mental) with a Psyker (especially one with poor control) or any class of psychic presence can result in… weirdness. This effect is typically non-physical, involving things like accidental dreamwalking and development of low-level esp. Often called “Uncanny” by true psykers, these individuals occupy a strange place between the mundane and the preternatural.
There are only two instances of Psyker powers being successfully suppressed, neither of which has proven replicable: Jack Cabot’s Abramelin-Field and the Master’s Psychic Nullifier. These methods were either developed by a psyker (the Master) or by an individual directly influenced by one (Cabot).
Only one Nullifier still exists, currently in possession of a psyker known as “the Forecaster” in the Mojave wasteland. Its development was possible only due to the Master’s inhuman intellect and innate Gifts; all attempts by the Vault dweller to even comprehend the mechanisms underlying the device’s operation ultimately failed, and the Brotherhood couldn’t find empirical evidence that it did anything at all.
Jack Cabot’s Abramelin-Field is only applicable to one entity: his father Lorenzo Cabot… or the entity inhabiting his body, at least. Although the field causes distress in other psykers (feelings of being smothered/blinded) it doesn’t stop them from using their powers. Jack’s studies have suggested it only suppresses his father’s connection to the crown rather than impacting its powers directly.
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koterkot · 6 months ago
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explain the entirety of pluto lore in one comprehensive tumblr post. GO!!!!!!
ok so first of all fuck you Second of all- Pluto is a gieeg oc of mine, here's a old reference sheet i made for them in ms paint because that is somehow my main art program:
(tw: comedical usage of the f slur. i'm sorry gay people.)
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[* Due to the gieeg mothership that Pluto has lived in for most of his life having like, weird time dilating shit, a gieeg year is roughly 5 human years. (HIS ASS IS 80 YEARS OLD DURING MOTHER 1!!!! HI GRANDPA!!!!!) ? I just picked random numbers and that's now his birthday in the gieeg calendar that has like 50 days and 50 months lma-]
SSOOO COUGH COUGH IGNORE THE SHITTY ART I SWEAR THAT I HAVE IMPROVED ANYWHOS- Pluto's story is simple, he was born in the mothership with two disorders, being them SPD (Selfharming Psionic Disorder) and OPD (Overwhelming Psionic Disorder) together with the bonus addition of The Tism. Raised in the Mothership of their species, their mother Eris is one of Giegue's strongest troops, and is mostly absent from Pluto's life as she is too busy beating the shit out of alien scum on other planets that Giegue plans to conquer.
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[credits to thealmightyven for cooking this shit up, this was her first drawing and ofc the first thing she does is ask pluto if he's a queer] COUGH COUGH WHEEZE AAND THEN THERE'S CERES!!! HIS DAD!!!
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(AALSO OLD ART AND STUPID SKETCH BLEUGH) he works for marketing giegue as like this super cool warlord when in reality he's just a traumatized teenager that got weaponized because he's really fucking strong and stuff OH!! OHH!!! SPEAKING OF GIEGUE!!! wait no nevermind we need to touch on pluto's childhood first uhhh uhhh Pluto basically got bullied a LOT as a kid. Last one to get picked for everything, always made fun of due to their lack of tail and inability to use PSI without physically and mentally straining themselves. Sooo... What did Pluto do??? Shut himself away from the outside world, watch their dad's massive collection of holotapes full of movies and tv shows and cartoons and shit
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[ANOTHER OLD ASS DOODLE RRAGGGH!!!!] AND LIKE!! THEY LIVED BY THEMSELVES AND THEIR DAD FOR A VERY LONG TIME!!! Until... BBOOM!!! A good while after Pluto's 16th birthday, and 2 days after their last check up on their psionitrist, (doctor specialized in psionics and shit) THE FEDS PULL UP AT CERES' DOOR!!! AND THEY CALL FOR!!! PLUTO!!!
ok so cutting a long story short pluto has like a FUCK ton of psi, and like, the same level as giegue's, soo he basically is supposed to get drafted into their army but unfortunately he has SPD in which has no distinct treatment, sooo their best solution to fix up pluto was to SEND HIM TO THE BIG BOSS!!! GIGAGAS!!!
resuming a entire fanfic's worth of gay tension they eventually come to one conclusion
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AAND NOW PLUTO HAS HIS FIRST FRIEND!! EVER!!! using the insane confidence boost of being the Commander of All Gieegkind's best friend (secretly boyfriend), Pluto goes from "loser dork town mayor" to "COOLEST GUY IN TOWN!!! YEAH!!!"
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this helps pluto form a few friendships, and by a few i mean like 6 people (probably more than you have anon. HAHA!!) this relationship with giegue though, lasts for only 2 years before it is permanently ruined by giegue's first invasion onto earth. and his loss. i'll touch more on that later on my SECOND POST!!! (YES!!! THERE WILL BE PLURAL POSTS!!) that'll cover what happens to pluto after the events of mother 1 and during mother 2 and stuff BUH BYE!!
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guardianoftheearth · 1 year ago
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what are your nesspoo headcanons?
Ohhh glad you asked!
-Their relationship is way more than just a simple romantic interest. Ness is super interested in Poo as a person and to his culture, and Poo loves when Ness explains him stuff about the western world.
-They have a sort of mental connection since Ness ate that Magic cake. Thanks to that, the can feel eachother's emotions through their PSI.
-The only reason why Poo eats western stuff despite him not being able to enjoy any kind of food, is out of respect and love for Ness, that so much tries to find something he'll actually like eating.
-Poo loves teaching Ness stuff about PSI, despite he himself having so many problems with it for reasons.
-Ness is basically the only person that can calm down Poo and release his softer, kinder side. May it be because of Ness' cuteness or child-ish charm, but it can't but make the prince's heart melt.
-Poo is really protective of Ness, he hardly leaves his side when exploring a dangerous place or when he's with him in general.
-Their relationship developed relatively slowly, but they never viewed eachother in a negative light, especially from Ness' part, he goes absolutely crazy for Poo, for his radically different culture, unusual background, and most importantly, as a person.
-Right after they met eachother, Ness gifted Poo a yo-yo, to let him have a "weapon" to hit enemies with. Of course, Poo can't use it, but he has the toy costantly with him in his inventory.
I actually have MANY other headcanons about them and I'll have to explain the whole background of the two which is really complex, but for now these are the ones that came to my mind.
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psitaniumpsichosis · 10 months ago
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Meet The Loser
(Profile Picture by @32bitterra, tysm again!!)
Hi there!! I'm Psichosis, you can call me Psi, and I'm a totally neurotypical artist who's totally normal about certain fandoms-- (lying)
I'm a 19 y/o creature, and generally a weird little goblin. I'm hyperfixated pretty hard on a few fandoms, and draw those pretty much exclusively.
I'm a writing, roleplay, and worldbuilding enthusiast who spends MOST of her time writing and brainstorming, always happy for a simple chat or even roleplays! Just hit me up and we'll see what happens >:)
Note: If you're going to block me at all, I would genuinely appreciate to know why! I really want to know if I'm doing something problematic or supporting a problematic person, because I can't fix the issue without knowing what I did! Even if you just don't like my vibe I'd really appreciate a warning!
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vidoeslot · 2 years ago
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Something about aircraft, especially aircraft starting up is really... IDK but it's something. All these systems that have human analogues, but are so much more powerful. Hydraulics pumping oil like blood but at hundreds of psi to move control surfaces with force that could crush you like an egg, turbines breathing like lungs but at such speed and volume that you can't get close for fear of being sucked in, engines with a fire in them like a heartbeat at hundreds of degrees, and a computerized brain that can think so much faster than you that its observations might as well be those of an alien but simultaneously so simple minded. It's an animal so much more immensely powerful than me that I might as well be insignificant.
And yet at its core, it is something that was built by humans and lets one take control of it. It just wants to be in the sky, and I can help it get there. There's no ulterior motive or hidden desire. We want to go up, so let's go up. We'll stay up there until we have to come back down.
😳
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7grandmel · 10 months ago
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Todays rip: 03/02/2024
Take You To The Desert
Season 3 Featured on: SiIvaGunner's Highest Quality Rips Volume A
Ripped by Chaze the Chat
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Hi, so, uh, full disclaimer - I HAD a post almost done and ready to go for today (or TONIGHT, rather), but then I got very distracted by watching the amazing YouTube premiere of the MAGFest Rave, had the fucking time of my life screaming my head off in the SiIvaGunner Discord, and now I've suddenly been informed that I've almost missed Sean Kingston's birthday! Sean Kingston! You know the guy - from Crazy Noisy Beautiful Girls, from Beautiful! ~ Curveball of Sean Kingston, from the 11th episode of the SiIvaGunner Christmas Comeback Crisis? Yet for all that I've talked about him in those two posts, it still kind of feels like I've only barely scratched the surface - and with the scoops I only just got from SiIvaCord, I felt basically forced to properly honor Kingston's legacy today.
Before his unfortunate and absolutely-real-no-kidding Jetski accident, Sean Kingston made waves in the late 2000s with his breakout single Beautiful Girls - the kind of song that you only SOMEWHAT become annoyed by from its overexposure on the radio. After team member turdl3 of Hoopache fame singled it out as his number-one most disliked pop song of the 2000s, the SiIvaGunner team did what they did best and decided to turn that distaste into a running joke, posting more and more Kingston as part of the bit - before it reached Chaze the Chat's ears.
I can't help but assume that there was some sort of neural overlap across ´his prior obsession with Maroon 5 and Sean Kingston, but Chaze the Chat reportedly wound becoming absolutely obsessed with posting about the song and its various follow-ups. Did you know he made three separate mashup albums dedicated to shitposting about the guy?
Its something I've talked about in many Maroon 5-themed posts on here such as Sunday Morning, but even when I'm not able to be in on the joke there's just something so endearing about seeing rips be made out of such strangely specific yet evidently passionate interests - which, in turn, brings us to Season 3's Sean Kingston Day, and Take You To The Desert. Turdl3 was reportedly not alone in disliking Beautiful Girls, and the song had effectively no presence on SiIvaGunner whatsoever in its first two years of running - yet somehow, Sean Kingston Day got to occur, and the sheer shock of it all has stuck with me since even back when. It wasn't something absurdly random like Chain of Memories II Day back with Simple and Clean (Psi Mix), nor was it seemingly part of any ongoing lore developments, nor did it feel like a long-running joke on the channel that I'd simply failed to be invited to - everyone else in the YouTube comments were just as befuddled as I was as to what led to the sudden takeover. Hell, I hadn't even *heard* Beautiful Girls until that day!
And yet, I fucking loved it.
From an honest point of view, Take You To The Desert is a pretty simple mashup between two already-good songs. Yet with all that context of Sean Kingston's presence on the channel, his development as a borderline forced inside joke and sudden takeover for a day, and most importantly Chaze the Chat's bizarre affection for the guy, it turns into something more. Just the simple fact alone that the rip uses Take You There rather than his prior discussed debut single kind of speaks volume to how deep in the trenches Chaze the Chat was in regards to this event - an event that, really, he was the main driving force behind even getting done to begin with. And though it caught us all of guard, I do believe there were many viewers just like me back then - who through the repeated exposure of the day became unironic Sean Kingston enjoyers. And hey - Beautiful! ~ Curveball of Sean Kingston is only one of the many dozens of rips made since Sean Kingston day to continue upholding the Kingston legacy, even as the hype around the in-joke as completely passed
Bizarre, catchy, ironic, unironic, Jetski driver or pop sensation - Sean Kingston is many things, yet for the six years I've known of his existence I've never been able to see him as anything but a SiIvaGunner joke. But when its one that Chaze the Chat believed in so fucking hard, one that gave us absolute bangers like Take You To The Desert, I can't find it in me to see that as a bad thing. Because with or without prior knowledge, the passion of those who ripped his music showed me why it was worth caring about.
Happy Birthday, Sean Kingston.
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dvandom · 6 months ago
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Isekai commonalities
After giving a fair amount of thought to the matter, I think there's three main points that separate isekai from similar story types such as voyages of exploration.
The setting is substantially different from what the protagonist(s) are used to. Not merely a difference in culture, there's differences in how the world is assumed to work (magic, higher technology, psi, nonhuman sapients, etc).
The protagonist(s) arrives in a manner that is unusual and/or unintentional. They may be able to find their way back later for sequels, or even open up regular transport, although that changes the nature of the story if they do so.
The protagonist(s) brings one or more assets that are rare or absent in the world where they find themselves. This could be as simple is a fresh outlook on the situation which lets them find solutions the locals wouldn't think of, or something more overt like magical powers gained during the journey or enough knowledge to introduce technology to a low-tech world.
The rest is negotiable. The protagonist may remain in their own body, may be reborn in the local equivalent (such as Flynn in Tron), or be reborn as an entirely new person/monster/vending machine. It could be one-way (especially if they didn't so much take the bus as get run over by one), the story could end with returning home, or there could even be repeated visits during the course of which the protagonist has to decide how to split their time or if they should settle down in just one (Dorothy and Oz).
Point 3 does exclude some older stories that might be considered proto-isekai, such as Rip Van Winkle (1. The Future, 2. Magical Sleep) who doesn't really bring anything to the party IIRC. Fairy ring stories do hit all three points because mortals have flaws and virtues that the fair folk lack.
This whole line of thought was kicked off by someone else realizing that Big Trouble in Little China was an isekai, and I think it hits all three of my points, although #3 is a bit oblique.
Chinatown is not just culturally foreign to Jack Burton, there's the whole, "Oh yeah, there's actual magic here," thing.
Jack really just blunders into the whole thing. He didn't mean to get mixed up in Lo Pan's low plans or even spend a lot of time in Little China.
What does he bring? A fool's own luck and an outsider's arrogance, which end up breaking so many carefully laid plans through stupid good fortune. He does the thing the plan never anticipated because no one would be so STUPID.
Of course, Jack doesn't reincarnate, or even really change a whole lot thanks to his experience. He returns to his normal life on the road at the end (albeit with the promise of more weirdness in his near future). And frankly no one would believe his story.
Isekai can be further subdivided into categories alluded to above.
Odyssey: The goal is to get home, even if they never do. (Odyssey itself, Star Trek Voyager, Farscape, Dungeons & Dragons cartoon, etc.)
Just Visiting: Getting home may be a secondary goal, but there's something they want to do while in the other world, and are given reason to believe they can get home reasonably easily any time they really want. (A lot of the fairy ring stuff, Randolph Carter's dream quests, Tron.)
That Time I Got Reincarnated: For whatever reason, going home is not an option. Either literal reincarnation following death, a voluntary exile, or something else. The key point is that the story focuses on what to do now in this other world, because it's home now. (Star Trek Discovery they know they can't go home, all of the Truck-kun stories in modern Japanese-flavored isekai.)
First Contact: All of the isekai points are hit, but eventually the story progresses to the point that the two worlds become more connected and it stops being an isekai to travel between them. The 1980s Transformers cartoon started off as an isekai for the Cybertronians, but by the third season Earth has diplomatic relations with Cybertron and travel between the worlds is fairly normal if still uncommon and expensive.
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remembercomic · 2 years ago
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Making Magic Feel “Magic”
In many video games, players are gifted with a set of abilities to use as and when they choose. In many cases these are representative of their character’s distinct and often-superhuman capabilities, and in the case of fantasy settings in particular they are frequently magic spells.
However, there’s something to be said for the lack of immersion involved in knowing your character has studied and researched for years, gathered vital reagents in the wilderness, and has uncovered the ancient sigils necessary to produce an arcane fire bolt... and pushing keybind 1 to actually use it.
Immersion is the property of a game that makes the player “feel” like they’re in the game environment doing the things that their character is purported to be doing, rather than simply interacting with game objects and menu screens. It can be a hindrance to necessitate that players go to such lengths, but it is an important facet of player enjoyment, particularly when dealing with things outside of normal life like magic.
Over the course of the last decade, Minecraft in particular has seen an entire genre of mods themed after magical effects.
One of the earliest was Thaumcraft, which notably featured a research system that required players to examine blocks, items, and creatures in their environment to glean points to invest intelligently into a research UI at a research table in order to unlock new tools and devices. Whilst the presentation could be described as immersive and certainly it and the rewards were themed as magical, the ultimate payoff is decidedly less so. Sure you have an item that releases a gout of flame, but that’s really just a texture pack away from being a regular flamethrower, and what’s more it’s identical to what someone you’ve had no interaction at all with has made thirty servers over. This ultimately makes Thaumcraft fall short in the sensation that you’re a mage in seclusion studying the arcane and putting it to use, it’s really more of a coat of paint over a tech tree.
After Thaumcraft came the Witchery mod, though it was sadly short-lived despite numerous innovative gameplay features. Witchery focused on simple devices that could be interconnected, with no research required but with some incentive to play around and experiment to get a better understanding of how different parts worked. Included was the Mystic Branch, a wand-like item that allowed players in the field to draw out directional patterns to produce various magical effects. Ultimately however, the wand was difficult to use and the spells were predefined, so few players invested time into it and those that did mainly resorted to a handful of the available effects in particular.
Then came mods like Psi, Ars Nouveau, and Hexcasting. These mods made a severe shift to the existing framework by focusing on one specific concept: Custom spells. Instead of the hard-coded spell effects of earlier mods, these mods allowed players to create their own through different systems. Ars Nouveau used a single-line linear system of distinct glyphs to create effects, Psi had a visual programming-esque interface to perform logic and calculations for effects, and Hexcasting required the user to draw pre-coded glyphs on the screen to perform mathematical operations on derived variables.
Whilst the addition of personal spell-crafting was a major step forward, the actual execution in these mods was... lacking somewhat. Ars Nouveau was so simple that it was very easy to understand even for novice users, but this meant that many spells ended up looking much alike and more-over this deprived the spells of a lot of their “mystique” as magic. Psi and Hexcasting conversely were very unfriendly to players without some background in programming, with Hexcasting even necessitating that its glyphs (arbitrarily made and hard-coded) be memorised, as its creation screen deprived the user of all outside knowledge in-game. This ultimately made them both too tedious for players to invest in and similarly lacking in mystique.
In summary, whilst strides have been made in better enabling players to “feel” like powerful mages studying and creating new spells on their own, there remain some obstacles to the “sensation” of doing so. I think the addition of manual spell crafting is an important effort, and doing so in a programmatic manner so as to allow spells to be more diverse helps to sell the narrative that you are studying and creating them in your own personal way, but it needs to be conveyed to the player in a less overt fashion whilst paradoxically being as comprehensible for players without programming experience.
To attempt to describe a potential approach that meets these requirements, a common almost-quintessential feature of many magic systems in fiction is that of the magic circle.
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The magic circle is, as its name suggests, a circular arrangement of glyphs and imagery connected by drawn lines or additional circles, resulting in a magical effect. The actual logic of such arrangements is usually quite minimal, as it is rarely necessary for the audience to properly comprehend the fine detail of magic in the setting beyond simply that one magic circle arrangement does one thing and another does another different thing.
However, if a system could be described that leads the player to develop their own magic circle arrangements with sufficient programmatic logic to enable them to readily design them to specific ends, I think this would produce the missing immersive property of the previously-described approaches. The benefit of magic circles is that they provide meaningful structure in an unorthodox fashion, preserving some volume of magic mystique, without necessitating memorisation of arbitrary shapes (as any UI to create such arrangements would necessarily need to provide them for placement) or high levels of real-world programming ability.
Moreover, such an arrangement with programming logic embedded could easily be stored as an external object to be shared between players, like wizards sharing research notes, and letting the players actually feel personally involved with the development of magical knowledge in their gameplay.
Of course, this approach is by no means simplistic in implementation. The allure of hard-coded effects in the earliest mods was that you always knew what it would do and it was very easy to implement new effects during development. A programming approach necessitates some form of compiler to convert the user input into an executable program. This was simple enough for Hexcasting and Ars Nouveau with their sequential operation strategy (each provided operation happens one after the other until end), but quickly grows more complicated for Psi or this hypothetical magic circle approach.
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mrdelroy · 7 months ago
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[please stand by...] 𝙷𝙴'𝚂 𝙶𝙾𝙾𝙳 𝙰𝚃 𝚃𝙷𝙸𝚂, he thinks, at talking people up, and after six years in the 𝙳𝚁𝙴𝙰𝙼 𝙵𝙰𝙲𝚃𝙾𝚁𝚈 he supposes he damn well should be. The art of 𝙿𝙴𝚁𝚂𝚄𝙰𝚂𝙸𝙾𝙽 isn’t so much an art at all, but rather a dance. You learn the steps, learn to lead, and before you know it you’ve got the world on a string. Simple enough. For some it comes naturally. For others, with practice. But few will ever flaunt it as well as 𝙼𝚁. 𝙼𝙸𝙳𝙽𝙸𝙶𝙷𝚃. His reputation speaks for itself. And soon so will hers.
𝙳𝙾𝙲𝚃𝙾𝚁 𝙹𝚄𝙽𝙴 𝚁𝙾𝚂𝚂-𝙼𝙸𝚃𝙲𝙷𝙴𝙻𝙻: psi-researcher and parapsychologist. Her field is a niche one– incredibly niche– its place in the world, a world of 𝚂𝙺𝙴𝙿𝚃𝙸𝙲𝚂, maintained by a small yet determined team. Her book had crossed his desk in no small part thanks to Leo; Jack doesn’t think he ever would have heard of her otherwise. Of course– when you’re at the end of your rope you take what you can get, even if that means betting on an underdog. But if he could just get her on his show… Her and 𝚃𝙷𝙰𝚃 𝙶𝙸𝚁𝙻… Everything would change.
𝙰𝙻𝙻 𝚃𝙷𝙴𝚈 𝙽𝙴𝙴𝙳𝙴𝙳 𝚃𝙾 𝙳𝙾 𝚆𝙰𝚂 𝚂𝚃𝚁𝙸𝙺𝙴 𝙰 𝙳𝙴𝙰𝙻.
As the crowd files out, Jack takes the opportunity to 𝚂𝚆𝙾𝙾𝙿 𝙸𝙽. He shoots June a made-for-TV smile, bright and shiny and perfectly pleasant, extending a hand for her to shake. A copy of her book, Conversations with the Devil, sits patiently pinned beneath one of his arms. 〝 𝚃𝙷𝙰𝚃 𝚆𝙰𝚂 𝙰 𝙷𝙴𝙲𝙺 𝙾𝙵 𝙰 𝚂𝙷𝙾𝚆, miss! You really know your stuff. Say, mind if I get your signature real quick? Right here on the front page, "To Jack Delroy, my biggest fan." 〞🦉 @latenightpsych.
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psianabel-writes · 2 years ago
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Brain & Player 2 - Secret letters
(But Psi you can't just write things setting in Missing Link when you don't even know what this game is about - you're right but watch me anyways. Uhhh, they/them selective mute Player. The possibilities with Brain and Player 2 .... yeah. Player is a real name sshh.)
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"Master Brain…?"
With blinking eyes Brain looked up from his seat on the bench across the Fountain, putting down the book he held into his lap.
"Player. Good to see you."
A small smile played on Player's lips, taking their hat off as they set for a small bow in front of him.
"Mind some company?" They signed to him, and Brain's eyes widened - quickly he removed his loose papers and quill from one side to put it to the rest of his belongings on the other, making space for them.
He still wasn't quite used to seeing this familiar style of signing, but the feeling of home was always a welcome sight. Especially coming from them, all things considered.
Player gladly took the offered seat and Brain lifted his leg up to have the book in his lap a safer position as he signed. "Finished all tasks for today?"
A small hum came from them, followed by a simple shrug. "Wasn't much, Sigurd needs more faith in me."
"Hah, I'll make sure to tell him that."
"Wait, no no -" Player waved frantically in front of them, simply earning a chuckle from Brain. "He'll just give me more tasks -"
Oh no, this was the opposite of what they wanted - Player let their arms dangle from the edge of their seat, sighing deeply. But Brain patted them on their back, still having that smile on their face.
"No but, what brings you here? Don't you still have to check in with him?"
"Oh!" Player quickly lifted themselves up and patted over their pockets, finding the right one after the second try. They took out a piece of folded paper and handed it to Brain. "I, uh, … found this on my way here, I think it's yours."
Curious Brain took the paper and unfolded it, taken aback by the sight of his own handwriting - he quickly rummaged his notes at his side, and, really, it wasn't there.
He leaned backwards and rubbed over his forehead. "Wow, I really must have lost it then. Thanks"
Player smiled with a nod. "No one else writes with these letters, and … I didn't read further than the first line, so …" Their eyes briefly met and Brain immediately avoided them. " … your secret stays with me."
Brain let out a deep breath. Out of all things he could have lost, deep personal writings were definitely not on that list.
His gaze fell onto the statue in front of them - Player briefly followed his gaze and then went back to face the ground again, fumbling with their hands in their lap.
"... But, I suppose, all things considered -" Brain leaned over to Player and laid his arm over their shoulder, holding the piece of paper in front of them. "... I wasn't quite done writing to him, so …"
Player was silent, their gaze switching between the paper and the statue.
"... so if you want to say anything to him, I can still add it."
For a while Player didn't move and Brain gave them the time to decide, and eventually their hand moved again.
"Maybe … there are some things …"
Brain took out his quill and ink and prepared himself, as did Player as their hand never left the spot over their heart.
So many things left unspoken, where should they even begin?
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levc-egm · 2 years ago
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MORE ANIME? WHAT?
uMy anime adventures continue with great momentum and colossal woexpectations on finding out what I missed out by being a pretentious teen.
 NAME:
Saiki Kusuo no Psi-nan / The Disastrous Life of Saiki K
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Short review: 
A great power comes with great uhhhh stuff that you didn’t want at all to begin with. 
Longer review:
This is a really good example of a comedy with no weak episodes. I’m always  a fan of right to the point fast comedy (reason why I love stuff like the lego movies and others). Even if a joke is dumb as hell, it works just for going all in and pushing expectations. There’s no real formula besides “make the protagonist suffer an out of nowhere inconvinience and see how he reacts”  and that keeps the show fresh by continiously add stuff on top of other stuff, it’s great. 
Most characters are really simple. Each has a clear guimick, delusional teen, dumb guy, shonen protagonist, pretty girl etc etc. But like I said, the show works by adding more and more stuff on top. By adding new details, making characters interact with each other and form relationships, or confronting them to new situations makes the character have a weird progression by each episode until they reach the logical conclusion of their character by sheer exageration. It sounds simple and like, nothing special, but it really does make a difference when most one note comedy characters are by norm are predictible in a way. While this sense of natural variation keeps things fresh by surprising you with never knowing what’s going to happen next. 
Tho if there’s one character with actual depth (even if not much depth) it’s our titular character. Kusuo is a really good example of how an op character is not a bad one. yes this one does have  some wiggle room by being trapped on a comedy but, It really does workd on it’s favor making the character feel cursed by great power. And while he keeps being a cinical person, it never makes him a bad person. He’s a good guy, one that probably likes the friend he has made and would do many things just to keep them safe and happy. Even if he’s a quiet person, his heart is big enought to make you love him and keep watching. 
It has some bad stuff tho, there’s some character and anime tropes it touches which are, in simple terms, REALLY deplorable and disgusting. right to my mind comes two character wich are THE WORST and deserve THE WORST. The show does treat that parts as any reasonable person should by just, saying out loud that it’s bad and really fucking bad. But, it’s still the ugly part of the show in my eyes, so be prepare for that...
Really good, a must watch, the good outweight the bad, but, not perfect yeah.
WHAT’s NEXT?
Cowboy bebop, started seeing it lol. 
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yukipri · 2 years ago
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The Experimental batch arc is surprises after surprises. I don't know how I can wait for last week now!
BUT, now that you introduce baby jangobi, I can only ask if Nala Se did that in Brother All too! A Shriek Hawk with beskar wing AND the Force would be unstoppable and a good challenge for a scientist
I'm glad you've been finding this arc within an arc interesting! Been trying to drop lots of narrative seeds that will connect to things later down the line <3
All I can really say about Psi right now is that "creating a Force-sensitive clone" isn't quite as simple as just using DNA from a Force-sensitive, and that Nala Se didn't get far enough with this batch to collect any kind of valuable data. How Psi or the other Experimental batchers would exist in my other AUs would depend largely on details that I can't reveal quite yet, but I will say that Psi wouldn't exist unless the others also exist, and, well. Psi is not the most physiologically interesting one among them!
❀ ❀ Send YukiPri an Ask! ❀ ❀
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starwalker03 · 1 year ago
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Is WMLP Dick strong enough to bend metal with just his hands?
I mean it depends on the metal! some metals are bendable by human hands as is, depending on their thickness. and when metal is really thin it's usually bendable in some capacity.
Tungsten is apparently the strongest metal element. I'm not doing a fact check on my sources here for a quick tumblr question sorry, so I'm just gonna take the first option available on google lmao.
So apparently Tungsten has a tensile strength of 50,000 to 60,000 pounds per square inch, which is a measurement of PSI. so over that and it'll break. so lemme just... keep googling... oh... oh there's a lot of physics stuff here. hm.
okay so. Basically what I'm picking up here is that the really strong metals kinda don't bend, they just break, cause they're very brittle. so even if he could 'bend' tungsten it'd more like just break. like glass. and really most metals seem to be bendable provided they're thin enough, or that you can find a nice long piece of them and basically the same rules as levers apply then.
So let's focus less on this way of answering and more on the 'what can Slade do in canon?' direction.
So, being that he's a comic character, there's no real reliable statement of strength, cause it changes with iterations and the like. and it's not blatantly said by the looks anyway.
This site contains a whole bunch of examples of feats of strength that Slade's capable of.
if we look specifically at Young Justice, though, he doesn't really have a lot of feats of strength. he's busy doing other things, so we'll base it off of general canon.
by the looks, Slade is pretty reliably fucking strong. he tore a metal door off a moving plane and has hit people so hard things (trees, metal dumpsters, etc.) have broken on impact.
So I think the answer to your question is yes. Dick can probably bend and/or break most metals. maybe not some particularly fancy strong made up metal in the DC universe, cause I'm sure there is one. heck, I think Slade once had armour made of ridiculously strong made up metal at one point. so idk.
Most people seem to keep things simple and say Slade can lift and/or manipulate a round number of some variance, so like a tonne or so or something like that. idk what an american ton is but australian tonne is 1000 kilograms so. yeah. but idk, I think there's a merit to not defining it, cause then you never break your own rules lmao.
All this being said, I guess the best way to put it is he could probably go toe-to-toe with YJ's version of superboy? ah well... no that seems a bit too much. YJ superboy does take a power hit compared to other iterations but I don't think he gets axed that much. idk, I think the only accurate comparison is Slade, however undefinable that is.
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lightgriffinsect · 2 years ago
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2: who is your favourite fictional character and why
Psychic or Agoti. But if I wrote about both of them this post would be far too long, so for the purposes of this ask game only, I'll go for Psychic.
Psychic just really started to stand out to me for some reason, not long before I got tumblr. Before him I was always a big Agoti/Entity fan, but I think I started liking Mind Games too after watching Vs. Void. I got really attached to Void's dynamics with other characters: him and Space Gang, him and Radi, him and Psychic. From there I finally watched Mind Games (several months late XD) and got attached to Psychic's character.
I like how he and Void literally dress almost the same way and are so similar in terms of character design, despite being made by two unaffiliated creators. It's fun, and maybe the creators will have them be friends in canon because of it. The thing about people mistaking them for brothers or being otherwise related probably came from this too, and I just found that funny. Funny enough to make a whole fic about! Hashtag self promo!
I like his design in general lmao, it's so simple but so memorable. Also because Psychic's the only FNF character who is shown to absolutely rock a V-neck. He's just so cool XD.
And his character in general! I like how he seems to be a stoic, reserved assistant-type demon working for the Dearests, it's a fun way to tie the mod to the base game. His connection to Week 6 is super interesting too. Week 6 doesn't get much recognition in mods outside of DDTO, Cloud, and Mind Games, which is a shame because Senpai and Spirit are really cool too. Anyways the mod even fits the Dearests too, you can't tell me DD wouldn't get a trusted subordinate to do his dirty work for him. Aside from Spirit, I don't think Psi was too heavily involved in any of the Dearest's other schemes, but he probably did know about them.
Gonna have to cut this short bc my laptop's about to die. I'll rb this later with more relevant info!
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gardenreviewus · 22 days ago
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A Guide to Garden Watering Systems and Strategies The crisis in water availability continues to make international headlines and has always been a topic of discussion for farmers and gardeners alike. However, increasing and prolonged droughts, heat waves, violent weather events, and other climate concerns are troubling occurrences that impact the entire planet. As gardeners, we can appreciate the importance of water for our landscapes, but we can all do more to provide water resources in a more efficient manner. Running a typical sprinkler for just an hour equates to the domestic daily water use for a U.S. family of four. During hotter summers, an average of 50% of our water use can be attributed to garden needs. Various watering approaches with various levels of efficiency also create waste that should be avoided. As water supplies become more compromised and more limited, conservation becomes even more important. No matter if you’re a beginning gardener or a seasoned veteran, it’s good practice to do a periodic ­review of whether or not you are making ­every drop count.   Photos: Jennifer Benner Soaker hose – Made from materials such as recycled rubber, polyurethane, polyvinyl chloride (PVC), and sometimes even fabric, this porous water delivery option is great for vegetable gardens and ornamental planting beds. Drip line – The customizable and directed tubing of this watering method makes it an excellent choice for when you need to water numerous plants in beds as well as in containers. Garden hose with nozzle – When just a few plants need a good soaking, nothing beats a simple garden hose and nozzle for accurately delivering water right where you need it.   Dramm 17050 50′ ColorStorm 1/2″ Standard Soaker Hose - Provides sufficient amounts of water to the garden without the hassle of hand watering - Conveniently waters garden and beds - 50 ft. by 1/2 inch diameter made from recycled material; lifetime guarantee - Made in the USA Price: $52.22 at the time of writing Buy at Amazon Water Right PSH-100-MG-1PKRS 400 Series, 100-Foot, Olive Green - Slim, lightweight design, is made with toxin-free polyurethane and utilizes industrial grade, lead-free fittings - 3 Pounds - 1200"L x 0.43"W - Manufactured in the USA Price: $86.79 at the time of writing Buy at Amazon Dramm Revolution Adjustable 9-Pattern Metal Hose Nozzle - 15 x 10 x 7 inches - Ergonomic insulated grip - Maximum pressure of 90 PSI - Fully adjustable spray pattern - No trigger lock Price: $19.83 at the time of writing Buy at Amazon Get to know your plants’ watering needs and how to minimize usage A good place to start when examining garden watering is to ­answer this question: How much water do your plants really need? This big-picture consideration is sometimes overlooked, since watering often pops onto our radars during the hottest months, when our plants are under great stress and we observe dry soil and wilting leaves and stems. However, if you provide your plants with their water needs throughout the year, they will be happier, healthier, and more resilient during periods of stress. Simple adjustments make a world of difference. Setting your lawn mower at a taller height helps to improve turf health and lessen watering needs. Photo: gapphotos.com Obviously, there is no one-amount-fits-all when it comes to ­water needs for plants. But there are some general rules of thumb you can follow for average plant types. In general, established annuals, vegetables, and perennials require 1 to 2 inches of water per week, woody plants need 1 to 3 inches per week, and turf ­requires 1 to 1-1/2 inches per week. Some gardening techniques can help lessen watering frequency and volume. Improving your soil to hold and retain more moisture by adding organic matter is a great step that has additional nutritional merits for your plantings.
Following proper mulching techniques can also help improve your soil’s moisture retention. Turf, of course, requires the most significant water input. Minimizing or limiting turf areas or allowing them to go dormant in hot summers can directly mitigate watering inputs for those spaces. Even mowing lawn areas at a taller height (2-1/2 to 3 inches) can lessen watering requirements by shading the soil and supporting more roots to withstand heat and drought. Annuals, Photo: Jennifer Benner Perennials, Photo: Jennifer Benner Other ways to minimize water input include selecting plants that are more drought tolerant and grouping plants with similar watering needs together. This allows you to target specific areas for watering and not individual plants. Keep in mind that drought-tolerant plants aren’t drought tolerant until they become established, which does require appropriate watering. Plants native to your region may prove substantially more resilient in landscapes that have water-use restrictions or that will experience periodic drought in native soil. Consult with folks at your local nursery or garden center to identify these “water-wise” plants. Native selections also have significant value for native wildlife and pollinators. Vegetables, Photo: Steve Aitken Woody Plants, Photo: Jennifer Benner Turf, Photo: Carol Collins Also, consider ways to collect and retain water on-site to use for garden watering. A garden can be designed to help maximize the use of “free water.” Rain gardens are popular and attractive basins for redirected water from impervious surfaces such as roofs, roads, and sidewalks. Saving rainwater from rooftops and other surfaces in barrels or other receptacles is another common way to reclaim precipitation for later use. There is also ongoing research on collecting and utilizing gray water (domestic wastewater) in certain garden situations. Four golden rules of water-wise irrigation Illustrations, from dreamstime.com: Anna Kononok (main); Pavlo I (clock); Vladislav Ugine (calendar) 1. Placement Depending on the type of watering method you’re using, a major factor in effectiveness is proper and ample coverage. Take into account obstacles and challenges that might create “dry shadows” or spots that need additional attention. The best placement of your watering devices should be to achieve the most comprehensive watering (both the application and desired volume) over the entire target area. 2. Timing Early morning, while not always realistic, is the best time for watering, as the weather is cooler and evaporation rates are lower. The second-best time to water is late afternoon or in the evening; just try to minimize instances of your plant leaves sitting wet overnight, which encourages disease. 3. Frequency A good rule of thumb for how often to water is two to three times per week or as needed to really get an efficient soaking in desired locations. This is obviously affected by variables such as weather conditions and soil composition, but the ideal formula is to water less frequently and more deeply. Containers often need more frequent watering. 4. Duration The length of time a garden area is watered directly relates to applied volume and varies depending on conditions. A deeper, more lengthy soaking is ideal for plants to establish more significant rooting, as opposed to brief, low-volume watering episodes, which encourage shallow rooting. This practice is especially important for the most water-wise care of lawn areas. Three things to avoid 1. Don’t quickly water large areas by hand with a garden hose and nozzle; this typically results in only the soil surface getting wet and the roots remaining dry as a bone. 2. Try not to water every day, which encourages water-use inefficiencies and shallow root growth. 3. Stop watering during the middle of the day, when the sun and heat (and evaporation rates) are at their highest points. When and how much to water? The timing of your watering and how much
water to use play a significant role in the effectiveness of your efforts and your use of a precious resource. Here are some general watering guidelines for plants by type. Water amounts are indicated by the number of inches of water per square foot.* Type of Plant Time of Day How Much Annuals Early Morning 1 to 2 inches per week Perennials Early Morning 1 to 2 inches per week Vegetables Early Morning 1 to 2 inches per week Woody Plants Evening/Night 1 to 3 inches per week Turf Early Morning 1 to 1-1/2 inches per week   *1 inch of water in 1 square foot = 0.62 gallons Mark Dwyer is a residential landscape consultant and designer in Janesville, Wisconsin, with degrees in landscape architecture and urban forestry. https://gardenreview.us/a-guide-to-garden-watering-systems-and-strategies/?feed_id=175&_unique_id=672d8b5b5b608 https://gardenreview.us/a-guide-to-garden-watering-systems-and-strategies/?feed_id=175&_unique_id=672d8b5b5b608
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