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Is your phone making you sick?Do you want to protect yourself from radiation and stay safe?
check this anti radiation EMF shield--click here
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I also REALLY like how you had the Ariadne networks go down, it really fit in well with the whole “the world (as we know it)” schtick, and it’s such a cool concept to explore besides!
A lot of interesting things can come of devising a way to keep people from talking to each other at plot-important moments.
In general, I spent longer than was necessary obsessing over the various means of communication shown in IBO. I didn't stress much about the Ariadne Network appearing to enable FTL messaging, but things like whether civilian wireless communication is a thing in the setting (we see people physically plugging their handheld devices in on the Dorts, but is that just a space-colony necessity?), how big a problem Ahab wave disruption is (ships function fine, as do mobile suits, we know it's possible to shield against the radiation, what does that say about colony infrastructure?), and just how laser communication works in the middle of battles (. . . is everyone constantly broadcasting in every direction at close range?) all gave me considerable pause for thought.
But the Network represents a major backbone of how the setting functions. It's another lynchpin of Gjallarhorn's power, allowing them to channel space traffic through predetermined, heavily surveilled paths and make everyone pay for the privilege. Just as importantly, setting up for it going wrong at the climax of the series allowed me to drop my darling manga spin-off characters into the mix. The Moon Steel manga provides more context and information about how Gjallarhorn exploits the network as a means of control, so it only felt right to have a full-blown crossover to lay the groundwork.
As I noted elsewhere, my original plan was to have Ride's group muck about with the beacons and that later lead into the Network being accidentally rendered inoperable at a crucial moment. I do think dropping this angle was ultimately the correct choice, even if it left me with a bit of a vestigial plot thread. It's certainly more thematically neat to have Gjallarhorn screw things up for themselves by trying to reinforce their position in the wake of the whole 'McGillis Fareed Incident' wobble. I love a good self-sabotaging antagonist and while it's possible to overdo that as a resolution, I harbour a lot of disdain for military R&D and its long string of unnecessary failures, so I figured one more wouldn't hurt. Glad you enjoyed the end result!
Now, I hope you won't mind if I respond to your second ask under a cut, on account of the major spoilers for WoSH it involves.
OH and while I’m sending asks! I LOVE how and that you killed Rustal Elion! I loved seeing how Julieta adjusted to him being gone, I’m so glad you made her figure out how to be her own person rather than just an attack dog!
I spent *ages* working out Elion's death. Seriously, I think that's the part I over-thought the most.
As a narrative beat, it's a fairly simple proposition. Elion is a point of stability, an untouchable, antagonist force that is nevertheless ordered and predictable. He has set lines along which he runs and he's not unreasonable. This is one of the things I hold to quite strongly about him as a character in the show: what he is doing is entirely sensible for a man in his position and while it's undoubtedly callous, it's not actively cruel. He gets what he wants in terms of the public, propaganda victory and then stops, seemingly going on to relinquish Gjallarhorn's hold over Mars with good grace. While he'll never be a 'good' person, he's a part of the system someone like Kudelia can work with, to make important gains.
Thus, from the point of view of creating Conflict, he had to go.
(I'm stressing that as the reason because if I'd thought it was more interesting for him to survive, he would've done. But while I had a fair few things to say about him, his removal generated more drama than keeping him around.)
However, the question of how to do it was a vexed one. Being the head of a miliary organisation with its own fortress island meant 'just shoot him' was out and in any case, I wanted something in line with Almiria's slightly macabre and detached way of thinking. The idea of using nanomachines was a good one, if I do say so myself, as it meant she could do something absolutely appalling for the sake of killing one man. It was suitably impersonal, too -- I don't think Almiria ever really saw Rustal Elion as a person. Just an object of her hate and another piece to remove from the Jenga tower. I'm unsure if they ever directly met, prior to him expiring on the floor of that corridor. He definitely dies without knowing who's responsible.
Having hit on the overall method, I had to justify it. And that's where the overthinking came in because I was going 'well, surely someone's considered poison, so what defences does this plan have to break through?' The obstacles in stories are always as problematic as they need to be for the plot to work, but you do still need to pitch things towards being satisfying. So I went round and round tweaking the idea until I had something that felt like just the right amount of overcomplicated to work in context. Nice to hear that it did work, honestly!
And all of it in service of forcing Julieta out of her comfort zone for good this time.
She's such an interesting character. A hollow, cracked-mirror version of Mikazuki. I approach things in full belief there is reciprocated respect and affection between her and Rustal. I think he genuinely admires her and cares about what happens to her. But she is his tool and their relationship is built on that. For Mika, the devotion precedes Orga using him as a weapon. For Julieta, being Rustal's weapon comes first. It shapes her and prevents her growing to be her own person. She bends herself in knots to square her instincts with the greater good he defines for her. Even Gaelio, the closest thing to a positive influence in her life, was never going to be able to break through her choice not to have an existence apart from the one Elion chooses for her.
So the issue needed to be forced and the results were as messy and self-destructive as they were always going to be. Obviously I gave her a second chance, though I can't really say it was her own choice, in the end, so much of a series of people throwing buckets of cold water in her face. Sometimes that's the only way.
I have a few vague notions about what comes next for her. I don't think she'll be able to hold Gjallarhorn together. But I do think she'd begin to focus more on looking after the people caught in the storm, so that when things inevitably collapse, she might be able to save something of the ideal from the wreckage. I suspect she has a better chance at that than most anyone else.
Perhaps she'll wind up on the doorstep of her former enemies and find refuge in the once-Dort Colonies. The idea has a pleasing irony to it.
#words in answer#wishing on space hardware#gundam iron blooded orphans#gundam ibo#g tekketsu#tekketsu no orphans#julieta juris#rustal elion#fanfic#writing#spoilers
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Current development status and prospects of emerging polymer/MXene electromagnetic shielding composites
With the booming development of 5th generation (5G) mobile networks, various electronic devices have been widely used to improve people's standard of living. However, they also cause serious electromagnetic interference (EMI) and radiation, which has been known to affect the normal operation of electronic and electrical equipment, along with daily life and health of people. In a review published in Advanced Nanocomposites, a group of researchers from China and Germany summarize the processing methods and structural design of polymer/MXene composites and their application prospects in the field of electromagnetic shielding. Furthermore, they highlight the current challenges faced by polymer/MXene nanocomposites in EMI shielding applications and provide new ideas for the development and design of next-generation lightweight, high-performance EMI shielding materials.
Read more.
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Space Suits - Then and Now
Since the dawn of the space age on Reyal, it became abundantly clear that there were many challenges they'd have to face.
As a social species, they struggle with solitude; the first few missions were a nightmare, as the panic from being detached from friends and family became a big issue. However, that was manageable with therapy and much shorter solo missions.
Radiation was a much more pressing issue, and after the long-term health affects became clear from the relative lack of protection, major steps were taken to build suits that would withstand the harsh environs of space.
Reyal is a very unique world, in that its thick atmosphere and highly active core provided much more shielding from cosmic and solar radiation than our own Earth would. This led to pretty much every life form on Reyal being much more susceptible to radiation's harmful effects, which would prove to be a very difficult roadblock on their technological voyage.
There was much discussion as what type of suit would be better after regular flight suits were proven to be ineffective; hardshell, which was heavy and hard to maneuver in but gave incredible protection, or soft shell, which was a tiny bit easier to work in, but offered barely any protection.
After some research and development, a mix was approved for use; soft around the joints, with most of the rest of the body being hardshell. It wasn't ideal, but there was very little else that can be done to combat the lack of mobility.
Art by @bjekkergauken After years of development, hard work, and testing, the first deep space suits were approved for regular use. The above is a display model; showing heraldry only for the Global Resource Committee's Space Division, and crampons for a rocky or icy moon.
These used many new technologies and techniques to help protect the wearer, such as a camera based vision system. This not only helps protect the eyes, but can allow for a better understanding of the environment around the wearer, being able to cycle into different types of light wavelengths.
Some other useful features are the claw grabbers that replace the gloves, allowing for much easier mobility in the vacuum. Initial testing proved that softshell gloves were a nightmare to work with, causing many engineers to nearly quit out of frustration. A few late night brainstorming sessions later, they figured out that using a manipulator was much easier than anything else. This would become a mainstay for future suit design, and open up a massive world of possibilities for on-orbit construction and more.
Aside from that, the suit also boasts a data pad for easy communication & lookup, a jetpack for low-or-no gravity environments (fueled by pure nitrogen), and a hatchback for hooking up into vehicles for easy doffing and donning.
These suits were used en masse for many years, in a massive variety of situations; from low Reyal orbit and all the way out to Alkan and her twin, they saw very heavy use for the first few decades of the Lyratet's expansion into space.
However, as their needs expanded, the old generation of suits would prove to need an upgrade. Cameras failing while out, data pads falling off, life support issues, outdated technology, and more would be the sign that things had to change.
Art by @hellagator Five years before the launch of the First Extended Thrallit Expedition, the Global Resource Committee finally approved and released the latest design; the Modular Deep Space Maneuvering Unit, or the MDSMU for short. This would be a massive upgrade from the previous design, making up for most of its shortfalls.
With advances in material science and a better understanding of life and work in space, the MDSMU sported much better mobility, all without sacrificing any radiation protection. A thin layer of a lead alloy, alongside water ice, was added to help aid in deflecting any harmful radiation. Aside from this, most everything is the same.
The same applies for the new and improved helmet, which allows for both regular vision, alongside the original camera vision. The visor is made of a heavy layer of leaded titanium glass on the outside, followed by a thin layer of water ice, and finally a quantum dot display on the inside. While it's just as safe to use regular vision these days, many still opt to cover up the outside, and use only the camera.
Another major advancement is the modular ability of the suit; while the previous design was used in a variety of situations, it wasn't very practical for exploration out past Alkan, or in the inner system past Reyal. The suit has dozens of other parts that can be swapped out or added, ranging from underwater maneuvering addons for Alkan, to an extended heating system for cave diving on Lejag, the outermost planet.
The suit can also be very easily modified to suit any changes to the wearer’s body, or in a swapping of people wearing it, thanks to machine learning and a complex system of elastic and memory foam. The only thing that doesn't change is the horn armor; GRCSED standards have them set to a certain height, mainly for ease of access among their many bases and outposts, and the dangers that come with overgrowth.
The only thing that would change would be the fuel used over the centuries; originally, monomethylhydrazine was used for fuel as an improvement upon just raw nitrogen. However, as some spills occurred in a few bases, it was quickly replaced with nitrogen once more due to the toxicity of the prior.
This suit design would be the last they would ever design, as the base was very easy to modify for practically any situation. From routine maintenance on Ro, all the way to the interstellar colony of Reyal-Lontag, the suit would see continued use until the end of civilization as we know it.
#my posts#worldbuilding#writeblr#creative writing#reyal#sophonts#as we go along#scifi#science fiction#scifi writing#scifiart#space opera#space exploration#spacesuit#spacesuits#radiation#writing#authors of tumblr#bookblr#booklr#novelist#aliens#alien#lyratet life & work#lyratet tech#<new tags for future posts!
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Stromatolites
3.5 billion years ago life first appeared along the water's edge as single-celled organisms called cyanobacteria (sī-an-nō-back-tir’-ē-ah). This is how the Archean Eon got it’s name, derived from the Greek word arkhē, meaning “the beginning.” Cyanobacteria did not require oxygen for sustenance, but instead relied on carbon dioxide and a green pigment called chlorophyll (klor'-eh-fil) to survive. Cyanobacteria use chlorophyll to absorb and store the sun's energy within it’s molecules to power the conversion of carbon dioxide and water into carbohydrates for food. During this process, oxygen is released as a waste byproduct, a process called photosynthesis — derived from the Greek words photo (light) and synthesis (putting things together).
When cyanobacteria first appeared, the Earth’s atmosphere was 1% oxygen, and 40% carbon dioxide. Over the next to billion-plus years cyanobacteria consumed so much carbon dioxide and released so much oxygen that the composition of the atmosphere was transformed. The ratio of carbon dioxide to oxygen inverted, with 21% oxygen and .03% carbon dioxide, an episode in earth’s history known as The Great Oxygenation Event, and made all future life possible. Without cyanobacteria life would not exist today as we know it.
Cyanobacteria left behind stony structures as evidence of their existence. As cyanobacteria grew they secreted a sticky mucus that shielded them from the sun's ultraviolet radiation, but at the same time trapping sediment that was suspended in waves washing over them. In order to access precious sunlight, the bacteria would mobilize upward through the trapped debris. At the same time, the process of photosynthesis depleted carbon dioxide in the surrounding water, making it less acidic, thus initiating the precipitation of calcium carbonate that cemented the accumulating sediments together. The process repeated again and again, turning layer upon layer into a stony structure called a Stromatolite (strō-mat’-l-īte). These structures were slow-forming and a 3 foot stromatolite might take up to 3,000 years to create!
You can see this specimen on display at the Southern Minnesota Museum of Natural History in Blue Earth, Minnesota! Click here for more information!
#southern minnesota museum of natural history#smmnh#paleontology#fossils#stromatolite#science education
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Gliminal
Image © Paizo Publishing, accessed at Archives of Nethys here
[I definitely appreciate Paizo's efforts in Bestiary 3 to populate the Positive and Negative Energy Planes. The gliminal feels like a Planescape monster, and I mean that as the highest possible compliment.]
Gliminal CR 9 N Outsider (extraplanar) This creature is outlined in light, appearing as a hazy, vaguely humanoid shape. Its eyes are even more radiant, somehow, than the rest of it.
Gliminals are embodiments of positive energy that view mortality as a dread disease. Thus, they wish to cure living creatures by releasing the positive energy within them back into the fabric of the planes. They do so through exposure therapy, giving mortals so much positive energy that their souls remember where they are supposed to be. This, of course, kills the body, which bursts from too much healing energy too quickly.
Gliminals are neutral towards most other outsiders—these creatures have already shed their mortal forms, and are thus properly ascended life. Creatures of positive energy are seen as loose allies. Undead are viewed as abominations, and on the rare times gliminals will go out of their way to cooperate with other creatures, it is in order to fight the undead. Spellcasters sometimes will call a gliminal to the Material Plane to act as a wellspring of magical healing, but this is risky—if the gliminal has its way, it will happily heal its charges to death.
Gliminals vary in size and shape as humans do, but are incorporeal and thus weigh nothing.
Gliminal CR 9 XP 6,400 N Medium outsider (extraplanar, incorporeal) Init +6; Senses darkvision 60 ft., lifesense 60 ft., Perception +21 Aura radiant mantle (30 ft., Fort DC 20) Defense AC 22, touch 22, flat-footed 15 (+6 Dex, +1 dodge, +5 deflection) hp 104 (11d10+44); fast healing 10 Fort +11, Ref +9, Will +10 Immune death effects, disease, incorporeal traits, paralysis, poison Defensive Abilities positive energy affinity Offense Speed fly 60 ft. (perfect) Melee 2 claws +17 touch (1d6+5) Ranged radiant beam +17 touch (4d8) Special Attacks overpowering healing, radiant damage Spell-like Abilities CL 9th, concentration +14 At will—cure serious wounds (DC 18), daylight 1/day—scintillating wall (DC 20) Statistics Str -, Dex 23, Con 18, Int 15, Wis 16, Cha 21 Base Atk +11; CMB -; CMD 33 Feats Alertness,Dodge, Mobility, Shot on the Run, Spring Attack, Weapon Finesse Skills Acrobatics +20, Fly +28, Heal +14, Knowledge (arcana, planes, religion) +16, Perception +21, Sense Motive +21 Languages Jyoti, telepathy 100 ft. SQ bond in light Ecology Environment Positive Energy Plane Organization solitary or pair Treasure none Special Abilities Bond in Light (Su) As a standard action, a gliminal can extend its radiant mantle to cover another creature. The gliminal’s radiant mantle must be active for it to use this ability. This creature gains fast healing 10 and the benefits of a shield other spell, with the gliminal as the entity sharing damage. While the bond in light is in effect, the creature so warded radiates bright light in a 20 foot radius, and dim light to 40 feet. This bond lasts until the gliminal dismisses it, the two creatures move more than 120 feet away from each other, or the gliminal wards another creature. An unwilling creature may resist this with a successful DC 20 Will save. The save DC is Charisma based. Incorporeal Traits (Ex) Negative energy does full damage to a gliminal. Overwhelming Healing (Su) A gliminal can heal creatures past their normal limits, as the Positive Energy Plane can. A creature gaining any healing from a gliminal past its maximum hit points gains the excess hit points as temporary hit points. A creature that has temporary hit points from a gliminal greater than its Constitution score must succeed a DC 20 Fortitude save or be sickened for as long as these temporary hit points exceed its Constitution score. A creature with more temporary hit points than its normal maximum hit points must succeed a DC 20 Fortitude save or die each round its temporary hit points exceed its normal hit points. A creature killed in this way explodes, and is not considered to have an intact body. Creatures native to the Positive Energy Plane, or with the Positive Energy Affinity ability, are immune to this extra healing. The save DC is Charisma based. Positive Energy Affinity (Ex) A gliminal does not have any benefits or penalties from being on a positively aligned plane. Cure spells always heal a eunemrvo for maximum damage. Radiant Beam (Su) A gliminal can fire a beam of energy as a standard action. Treat this as a ranged touch attack with a range of 120 feet and no range increment. A creature struck takes 4d8 points of typeless damage. Radiant Damage (Ex) All damage dealt by a gliminal’s natural weapons deals typeless damage, and deals double damage to the undead or creatures vulnerable to sunlight. Radiant Mantle (Ex) A gliminal radiates bright light in a 30 foot radius, and dim light out to 60 feet. Creatures within the area of bright light must succeed a DC 20 Fortitude save or be dazzled for as long as they remain in the aura and for 1 round thereafter. A creature that saves is immune to the radiant mantle of that gliminal for the next 24 hours. A gliminal can suppress and resume this ability at will. It is suppressed in the area of a darkness spell of 4th level or higher. The save DC is Charisma based.
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🌻 Shungite Sunflowers 🌻 Shungite is an ancient mineral, said to be around 2 billion years old. This unique stone is the only naturally occurring material to contain fullerenes. Fullerenes are composed entirely of carbon. The dedicated research by scientists on fullerenes won the 1996 Nobel Prize in chemistry due to its extraordinary properties. With its electric conductivity properties, this powerful stone can shield you from electromagnetic radiation given off by electrical equipment including mobile phones, computers, televisions, and microwaves. With its strong Earth energies it is a great stone for grounding your Root Chakra. Perfect size to carry in your pocket or purse throughout the day, or place on your desk next to your computer. 🌻🖤🌻
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PLANET PROFILE: Harvest
Orbiting Alpha Centauri B, Harvest, as it's colloquially known, was humanity's first foray into both paraterraforming of an entire world and the first attempt at large-scale agriculture outside the Solar System.
A small world in orbit around the K-type star, roughly halfway between Earth and Mars in size, Harvest was originally a barren rock with no water, no life and a thin atmosphere of toxic gases. The world was initially mined for minerals, but then a new project was considered thanks to its close proximity to its parent star.
This involved the creation of a worldhouse, an huge translucent sphere situated just above the Kármán line, which would serve to control the planet's temperature, shield the surface from cosmic radiation and provide a base of operations for the project.
Enclosed within this sphere, the planet's surface was mechanically eroded using lasers and grinders, creating soil that could then be infused with nutrients, while the atmosphere was artificially introduced using material from comets and nearby gas giants. The panels of the worldhouse can be lightened or shaded at will to encourage the development of wind and regulation of temperature, while clouds could be seeded to produce rains where they were needed.
Once this initial layer of topsoil was established, farming began on a massive scale. Within a few decades, the entire surface of Harvest became home to fields of crops, many of which are larger than whole countries back on Earth. These not only include food crops, but material ones such as cotton and medicinal ones such as willow.
Beneath the surface, vast cave systems are also home to farms of edible fungi and deeper flooded ones engaging in aquaponics. Harvest was designed as a self-contained testing ground for horticulture and agriculture, with many experiments visible from orbit.
The planet's equator is dominated by a large black belt, which may be mistaken for fire damage or even a body of water, but is actually a series of plants modified to produce black leaves and capture 99% of the light produced by the star. Seeds grown here have been sent to Proxima Centauri to see if they can grow under a red dwarf.
Harvest is sparsely populated by planetary standards, with less than 50 million residents both on the surface and in the worldhouse stations. Most of those on the surface either live in stationary communities resembling small farming towns on Earth or in mobile towns resting on enormous harvesters that run on Haber-Bosch reactors producing fertilizer for the fields. Settlements are never far from the space elevators tethering the worldhouse to the surface.
While many might view Harvest as a paradise, the planet's leadership is infamously strict. Because the biosphere is entirely artificial, as the world lacks any tectonics or water cycle, very few risks are allowed and unwelcome visitors are turned away. Should a serious threat arise, natural or artificial, the worldhouse is equipped with defensive lasers.
Anyone who wishes to visit Harvest must complete a long questionnaire, submit to thorough screening and are committed to 24-Earth month-long contracts. Of course, between the assistance from robots and high-quality medical care, it's not nearly as backbreaking as some might believe. Most who do work or settle there are people who prefer the quieter life and prefer to get their hands dirty.
Despite the strict regulations, Harvest is frequently visited by ships who seek to use the worldhouse's mass drivers for some extra acceleration to their destination. They're often given complimentary foodstuffs before being sent on their way.
With trillions of bushels of apples, grain bins, bales of hay, and countless billions of other crops produced every year, there's plenty to go around.
#ekpyrosis#my art#worldbuilding#worldbuilding art#agriculture#agri-world#farm planet#planet profile#space#scifi art#Harvest
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Species of Starjourn: D'Jonzi
The D’Jonzi evolved on a perpetually twilit world, tidally locked to an increasingly unstable red giant. They were forced to abandon their homeworld as its ability to support life declined and ultimately failed. Their civilization was not technologically prepared for this and had to bootstrap starfaring tech development in a very short space of time. They almost didn’t survive to reach a stable era as many of their early attempts to get into space failed, costing numerous lives and a lot of precious resources.
But the D’Jonzi kept trying and eventually fled their home using space tech that would be considered advanced to us but primitive by 25th Cent. standards.
In time, the D’Jonzi built better ships using orbital sanctuaries. This allowed them to leave their solar system, which had no other viable planets, and look for a new home. At first, they traveled as a massive flotilla moving slowly through space in colony ships. Before they could find a suitable new home, they discovered gravitronium and FTL technology.
In the mid 2200s, human surveyors made first contact when mapping planets at the far reaches of what was then the Sol Commonwealth. The human expedition was not interested in sticking around to found a colony and ceded the world to the D’Jonzi. During this period, contact was maintained and the two civilizations found they had more in common than not. The D’Jonzi became allies of the Sol Commonwealth and later a founding member of ALTO.
To this day, the D’Jonzi primarily live in space and are common in space stations and staryards throughout the galaxy. Their colony ships are ancient but many are still in service, moving slowly through space and acting more as mobile stations than their original purpose. Most of these ships and stations are akin to ancient historical cities on Earth and are treated with reverence. They are also welcome to visitors and some have become popular tourist destinations driven by the novelty of a destination that will never be in the same place twice.
A very old species, the D’Jonzi nonetheless remained technologically stagnant for most of their history due to the limitations of life on their home planet. They are comfortable around humans after two hundred years and many have settled in human colonies. There are tens of thousands of D’Jonzi residents in the Sol System, for example.
The D’Jonzi have also settled many worlds by this time but they are deeply romantic about their homeworld (many refuse to say its name aloud) and it’s common for D’Jonzi to agree that no planet will ever replace it, will ever be suitable enough to call home. By time of writing, efforts to assess their homeworld for resettlement have yielded little hope but efforts continue and new radiation shielding technologies have potential.
The D’Jonzi homeworld’s habitable space was always small, a thin equatorial band of twilight between two hemispheres. They evolved to be monocular and extremely light sensitive. The low gravity on their planet gave them their boneless, willowy bodies which are tougher than they look due to a solid endoskeleton made of thick cartilage. Their skin appears blue in most lit conditions but darkens considerably toward purple in twilight conditions. There is little difference between male and female D'Jonzi but they typically use cosmetics and wardrobe to differentiate as their voices are also very similar and not everybody has the right olfactory glands to properly tell them apart.
With no natural predators, the D’Jonzi are prone to existential terror when faced with “monsters” and the like. The idea that something could or would eat them is deeply terrifying to them. However, the preciousness of life on their planet, all of which they saved in genetic vaults, gives them a reluctance to kill and they are typically nonviolent bordering on pacifism. Their time as deep spacefarers promoted taking the long view in their culture and though they don’t live much longer than humans, they still tend to think in “cosmic” timescales.
#pixel art#aseprite#indiegamedev#rpg maker mz#character design#space opera#starjourn#lore#world-building
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Electrical Attunement Solarian (Solarian Alternate Class Feature)
(art by Yuriy Orlov on Artstation)
The solarian discipline is a fascinating take on the idea of mystical sci-fi warriors that tap into an otherworldly force.
For your bog-standard solarian, these forces are the dichotomy of the defining qualities of stars, namely the light, heat, and other forms of radiation they give off (photon), and the gravitational shadow generated by their mass (graviton).
However, other dualistic forces exist in the universe, and some solarians instead focus on electricity, tapping into the duality of energy and resistance, representing how energy can flow between different masses, but also how the properties of said matter can make that energy transfer more difficult.
The result is a solarian that crackles with electricity, rather than glowing with light or rippling with invisible gravitation, making for a terrifying figure on the battlefield.
However, remember that solarians typically embrace balance and understanding, and this remains true for these crackling warriors. Certainly they value the unstoppable power of a massive energy surge, but also the stability that a high-resistance environment demonstrates. One must know when to be calm, and when to unleash one’s power.
Rather than a photon or graviton mode, these warriors instead have an energy mode and resistance mode, the former counts as photon mode, but grants a boost to speed. Meanwhile, resistance mode improves resistance to physical damage, and counts as graviton mode.
Counting as one of the vanilla solarian modes is important, because they can still use various stellar revelations, though the ones that deal fire damage instead deal electricity damage, and the ones that provide cold resistance instead provide electricity resistance.
Furthermore, instead of the familiar supernova and black hole revelations, instead these mystic warriors gain two different zenith revelations, one dealing stronger damage to a single target, while the other creates an energy draining field that saps the charges of batteries and the energy from living flesh, weakening foes.
A simple archetype, but one that provides a fun way to deal an alternate energy type with the abilities of the class. Both can be quite useful, especially if you want to flip-flop between being a mobile combatant and a more tanky one, though naturally you’ll favor one over the other depending on the nature of your manifestation. Maybe you have solar armor or shield and rely on resistance mode to protect you further, or maybe you prefer the solar weapon or flare and dashing about the battlefield on hit and run attacks. Or perhaps you prefer the opposite, wading into melee with the weapon with resistance, and being an impossible mobile target with a shield?
Going back to the difference between this discipline and the traditional solarian, do you suppose that this is an entirely different, if superficially similar technique, a corruption of the original, or a fully-realized cross-discipline? How do traditional solarians feel about these electrodynamic warriors? Do some view them as fellow ascetics on their own path, or something else?
Some scholars into extraplanar elements claim that the electrically-attuned solarian tradition of Kosh-2 has it’s roots in the ancient techniques of aerokineticism. Unfortunately, without actual investigation this is little more than armchair anthropology, so the party has been hired to escort a historian and anthropologist to research the Koshan cultures and discover the true origin of the tradition.
Recent reports of bandit activity have been coming in along the magrails between domes on Vanagesh. The leader of these magrail bandits is Carlon-87:8, better known as Carlon the Thundermind, a powerful contemplative outcast who rains down electrical discharges from afar to support his followers during raids.
Elementally-attuned skeletons went out of style centuries ago as far as necromantic minions go, but the warlord Vrikas discovered that with special implants drilled into the skulls of electrified skeletons, such creatures can be used as relays for his power, making his reach on the battlefield shockingly long.
#starfinder#alternate class feature#solarian#electrical attunement#contemplative#skeleton#Tech Revolution
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More G-Witch Theory Time
Been doing a lot of thinking about some of Witch from Mercury's biggest unanswered questions (What happened to Eri? Who/what is Suletta? What are "internal permet systems"?) whilst thinking about what "Quiet Zero" could be. I've also been keeping up with Anthurak's theoryposting and playing a lot of Destiny 2, and I'm like 30% confident in saying this: Quiet Zero is an initiative to digitize human consciousness into new mechanical bodies.
Let's start off with the Vanadis Institute's intentions with the GUND format before everything went to hell; reinforcing the human body, which is terribly maladaptive to the conditions of space travel and habitation, seemingly up to and including replacing entire bodies from the neck down. Even real-life science agrees that yeah, we're not really built to handle life outside our planet, and need some extreme ways to simulate our reliance on gravity and proper shielding from the absolute horror show that is cosmic radiation. Remember Cardo Nabo's words; "Just as an infant has to put on clothes, humanity must don the GUND to truly go out into space."
Cue the acquisition by Ochs Earth, the applications of the tech to Mobile Suits, and the development of the Lfrith, which seems to be using some kind of neural net AI to mediate control between man and machine, but can't seem to get started, all up to the point where Ericht Samaya is linked to it (via "Internal Permet System"; seriously Sunrise, I need the lore; you explained the AV system like 10 times across the whole of IBO) after which you get a machine capable of operating with human-like grace and fidelity. That, of course, went to hell due to corporate greed masked as a concern for ethics (go figure).
Skip ahead 21 years, to the Gundam Aerial, a machine that thinks for itself, operates drone swarms with a level of fluidity and grace that goes beyond what even the most advanced AI at the time can't replicate, goes beyond what conventional analysis of permet surges can properly explain. And Prospera's data on the Aerial's network architecture is apparently key to making "Quiet Zero", whatever it is, succeed.
Simply put, I theorize that Quiet Zero, spearheaded by Delling "we shall bring the hammer down upon the Witches" Rembran may end up becoming a corrupted version of Cardo's original ideal; a way for humanity to "don the GUND", by completely abandoning their human form for mechanical shells. Of course, this doesn't explain everything, like how any of this ties into Prospera's vengeance (unless she just wants to be the one taking credit for "saving humanity", a la Clovis Bray) but G-Witch currently is defined more by what we don't know than what we do.
#G-Witch#g witch#mobile suit gundam the witch from mercury#g-witch theory#seriously tho i need like all the worldbuilding details plz sunrise i cant keep relying on random blurbs you throw into model kit manuals
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I realised last night that when I wrote up my notes on the latest Urdr Hunt instalment, there's something I missed out. It's nothing important, plot-wise, but I think it marks the first time ships in Iron-Blooded Orphans have been implied to have a form of deflector shield.
Deflectors are a sci-fi staple, operating as a shortcut to explaining how humanity can travel out to the stars without being irradiated to death or perforated by micro debris on the way. They come in a variety of flavour: most likely you've heard of the Star Trek version, where 'deflector' is used to refer to the beam projected ahead of the ship to clear objects from its path. Here, I'm using the term more broadly to mean a force-field designed to stop stuff (aforementioned radiation and dust) from hitting a ship.
This is generally a useful thing to have when yeeting oneself into the great void of space, even at the fairly provincial level IBO operates. And it would seem, based on how this lightning strike dissipates some metres from the Erda II, that ships in this setting come equipped with this kind of protection.
To my knowledge, this equipment hasn't been outright mentioned before (though I am largely relying on wiki summaries of ancillary material, so I may simply have missed it). I'm not 100% sure if it would be logical to consider this another Ahab reactor side effect. We know they create inertial control fields, so a full-on energy shield wouldn't seem a stretch, but it's clear from the same episode that mobile suits do not benefit from similar protection.
Then again, possibly that has more to do with scale than function: if ship-board reactors are beefier, then a more powerful repulsive effect might be possible. Or perhaps it's just a separate technology made feasible by the endless energy output the reactors offer.
In any case, I thought it worth noting down as a new detail about the setting. Also, please appreciate the sheer size difference between Wistario's transport and Foundling's battleship (which is the same general class as Tekkadan's Isaribi). Not that I am encouraging people to point and laugh at the teen!gentrifier or anything . . .
#gundam#gundam iron blooded orphans#gundam ibo#g tekketsu#tekketsu no orphans#urdr hunt#sci fi#details#ships#reference#notes
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dragoon armor headcanons--personal
Pteroslaver 2.0
Upon his return from the First, Reinhardt submitted Grenoldt's design into the Knight-Dragoon armorers. While there were some quibbles over the more exposed sections of the set, it was decided to leave the original design be--as a dragoon moving at top speed could be fast enough to avoid injury and it did allow for far greater arm/shoulder mobility.
The newest Pteroslaver is a combination of drachen-mail and leather, and is technically one of the easiest sets to repair. To counteract the Coerthian cold, fire crystals are embedded into the chest and shoulders--or the dragoon can imply rely on their dragonfire to keep them warm.
Panthean
Riven and the others have kept their interactions with the members of the Twelve secret so far. As a result, Reinhardt has only used the Panthean sparingly--because honestly, there's no way that he can explain how he got it to Brucemont and the others! It's assumed Byrgeot designed the gear, which has traces of drachen-mail merged with whatever unknown metal that comprises the set. Again, exposure of the shoulders means Reinhardt must be fast to avoid injury--and he's got to even be faster with his hands, as his fingers are exposed! However during a field-test in Coerthas, it was discovered that the gear radiates a thin shield of heat--ensuring the one who wears it stays warm.
Hypostatic
Like the Panthean, Reinhardt has also kept this armor secret from the Knights-Dragoon. Directly gifted from Halone, it's again drachen-mail merged with an unknown metal. However the biggest WTF of the set is the fact that the fabric also has traces of dragonscale woven into it, and despite how it looks, is hard enough to stop a sword or spear from breaking through.
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Batraculous: Soldier Bat
Character Name: Parker Beauregard
Miraculous Hero Name: Soldier Bat
Appearance: Parker, known as Soldier Bat, exudes an authoritative and disciplined appearance. Her auburn pixie cut, with long bangs framing her face, is both practical and stylish. Navy eyes radiate determination, while her mild tanned skin showcases her outdoor athleticism. Freckles along her cheekbones add a touch of charm to her look. Parker possesses a lean and athletic build, reflecting her commitment to physical fitness. She typically dresses in a soldier-esque style, emphasizing practicality and discipline.
Bio: Parker prefers she/her pronouns and hails from a military background, which heavily influences her disciplined and serious approach to life. She takes everything she does incredibly seriously, whether it's school, athletics, or her role as a Miraculous hero. She ensures her friends stay in line with her own brand of tough love, valuing discipline and order. Beneath her stern exterior, she possesses a caring side, as evidenced by her desire to motivate and protect her friends from harm. Parker also has a deep love for her three dogs, who hold a special place in her heart.
Batsuit Description: Soldier Bat's batsuit reflects Parker's military upbringing and disciplined personality, featuring a no-nonsense design.
Cowl: Parker's cowl is reminiscent of a soldier's helmet, with a rugged and protective appearance. It includes an advanced heads-up display that provides tactical information and situational awareness. The cowl also features a voice modulation system that allows her to issue commands with authority and precision.
Cape: Her cape is a sturdy, deep olive green, symbolizing her military background and her commitment to duty. It is designed to resemble a military-issue cloak, offering additional protection and camouflage in various terrains. The cape can transform into a set of wings that grant her enhanced mobility and gliding abilities.
Armor: Soldier Bat's armor is robust and reinforced, providing both protection and flexibility. It features a camouflage pattern that adapts to her surroundings, allowing for stealthy movement. The armor includes built-in communication systems and retractable forearm shields for defense and close combat.
Gadgets: Her utility belt contains a range of tactical gadgets suitable for her disciplined style. Parker carries smoke grenades for creating cover and confusion during battles. She also has a set of non-lethal stun grenades that temporarily incapacitate akumas without causing harm. Her belt includes a compact first aid kit for immediate medical attention during emergencies.
Soldier Bat's batsuit embodies Parker's disciplined and protective nature, adding a touch of military precision to the Miraculous heroes of Paris. With her authoritative command and strategic thinking, she plays a crucial role in coordinating the team and ensuring that every mission is executed with precision and efficiency.
Thanks to ChatGPT for assistance. Make sure to reblog, reply, post and ask for more. @artzychic27 @msweebyness
#parker beauregard#parker#miraculous ladybug#miraculous#batraculous#batheroes#batman au#batman#superhero au#theater kids
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Hi, before I explain my post, I want to say something important.
• What you see my blog has become a major overhaul. And despite the changes, I decided that my 2nd account will be now my artwork blog with a secret twist.
⚠️NEW RULE! (W/ BIGGER TEXT!)⚠️
⚠️ SO PLEASE DO NOT SHARE MY 2nd ACCOUNT TO EVERYONE! THIS SECRECY BLOG OF MINE IS FOR CLOSES FRIENDS ONLY!⚠️
• AND FOR MY CLOSES FRIENDS, DON’T REBLOG IT. INSTEAD, JUST COPY MY LINK AND PASTE IT ON YOUR TUMBLR POST! JUST BE SURE THE IMAGE WILL BE REMOVED AND THE ONLY LEFT WAS THE TEXT.
⚠️ SHARING LINKS, LIKE POSTS, REBLOG POSTS, STEALING MY SNAPSHOT PHOTOS/RECORDED VIDEOS/ARTWORKS (a.k.a. ART THIEVES) OR PLAGIARIZING FROM UNKNOWN TUMBLR STRANGERS WILL IMMEDIATELY BE BLOCKED, RIGHT AWAY!⚠️
😡 WHATEVER YOU DO, DO NOT EVER LIKED & REBLOG MY SECRET POST! THIS IS FOR MY SECRET FRIENDS ONLY, NOT YOU! 😡
Okay? Capiche? Make sense? Good, now back to the post…↓
#Onthisday: Nov 19th, 2016
Title: Extreme Daphne Type Sthesia Excellia
I've seen a gameplay arcade of Extreme Gundam Type Sthesia Excellia from "Mobile Suit Gundam EXTREME VS Maxi Boost ON" (both 2016 arcade and the console PS4 exclusive), and It so awesome game that I've ever seen. Unfortunately, the Gundam Versus arcade game is exclusively to Japan. 🕹️🇯🇵 That is, until 2020 when Bandai Namco released the console port for the PS4 as an exclusive (both inside and outside Japan), but it can also run on Sony's next gen, the PS5 (with loading process was completely non-existed). 🙂
• Click here to watch a gameplay - [CLICK ME!]. 🖱️🖥️
• That's why, I drew Daphne with her new "Cuteness Mecha Armor", "Extreme Type Sthesia Excellia". 😁🐰🤖
Extreme Daphne Type Sthesia Excellia Came from the real: Extreme Gundam Type Sthesia Excellia [CLICK ME!].
Armament(s):
Beam Sabers • The unit's standard close combat weapon. This weapon is also used as throwable beam daggers.
Kreuz des Südens • The unit's standard long ranged armament. In its normal folded form, it functions like an ordinary high-powered beam rifle akin to a launcher weapon or can fire a large devastating beam. At full power, it unfolds to reveal several beam guns to expand its range.
Halbmond • Excellia's unique melee weapon that resembles a long beam sword. Rather than being stored physically on the machine, it is materialized from data out of thin air.
Sphere Bits • A set of sphere bits used to remotely attack any opponents. These are launched from the hand.
Shield Bits • A set of round shield bits located on the shoulders that can protect the Excellia or allies from enemy attacks.
Special Feature(s):
Link Rephaser • Invokes the power of the Dark Sthesias, allowing the use of one attack from each of the armor Extreme Rephaser variants. From the Tachyon, it brandishes the Halbmond and charges at the opponent. From Carnage, the Gundam fires a large orange beam of energy from both hands. Using Ignis, it fires three spheres of freezing energy in a fanning formation to immobilize enemies. Through the Mystic, it twirls the Halbmond above its head, creating a powerful whirlwind that sends enemy mobile suits flying into the air.
Milchstraße • This unit's Burst Attack, the head's hat-like visor locks into place as it fires a fanning radiating beam from the Kreuz des Südens in cross mode. Magic circles are also formed beneath its feet to form a potent barrier that protects it from all incoming attacks.
Daphne Synchron (Gumball OC) - owned by Estar99 (dA) Armor (Gundam EXA) - Gundam Series © Bandai Namco Filmworks, Inc. (SUNRISE), Sotsu
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[The Following Offscreen- In character event takes place at 12:00 AM
Previous Part found here - Collaboration with @ladyzee-oddityhunter
CW- Blood, Gore, Broken Limbs, Pokemon Abuse, Death mention, possession, choking
"Mimic!! Don't let her get away!" Simon shouts as he dashes down the slope after Zee.
He can see her stumbling, lurching form moving with FAR more agility than she should have been able to, given the state of her bedraggled body.
Mimic takes off after her with surprising swiftness, its form (an otherwise exact copy of Simon with a blue pallet) shifting unnaturally as it lunges into a sprint. It cuts her off swiftly, seeming to glare at her as it coils before her. She skids to a halt, trembling, her body pushed far beyond the point of exhaustion.
"I'm not asking you to trust me, I'm asking you to THINK!" Simon shouts to her, "You're a spirit. You've been a spirit for this long. Do you think ANYONE you could want to take revenge on is still alive?"
She glares up at Simon as he asks. She wipes a trickle of blood from her nose with a mangled, bruised hand.
“Three months,” she hisses, “I’ve been here three months. You bet your boney ASS he’s still out there.”
She locks eyes with him. Desperation on her face now as she grasps the sides of her head with her broken fingers.
“Get your fucked up wobbuffet out of my way, or I’ll kill this one and take you instead.”
She starts to twist.
Simon stares in a panic. She can't! This thing is going to kill her! (And worse, try to possess HIM next!!)
"Mimic! Stop her!!" he shouts.
Mimic's eyes (glasses) shine a little as it swiftly strikes her with another Shadow Ball attack. The ghost tries its best to avoid the attack, but Zee's body lacks the mobility now to dive out of the way. The attack connects, and she lets out a little gasp as she crumples limply to the ground.
Her eyes close, and the mist recedes.
"Zee!!" Simon shouts as the ghost at last dissipates. He kneels at her side, motioning Gilligan, his Pelipper, over to his side.
"Gills come help me." he says, "We need to get her medical attention immediately."
As he's speaking her eyes flutter open as she gives a soft pained groan.
Grey eyes.
Simon doesn't have the time to react. Before he can so much as pull back, she has grabbed him by the throat. With the ghost disregarding her physical limits, it is as if she has twisted a steel cable around his neck. She twists her legs around his waist, pulling him down to use him as a shield between herself and his pokemon.
"I told you to get out of my way," she hisses in his ear.
Simon flails, and splutters a bit, his one good hand grasping at her wrist in a failing bid to pull her off. He thrashes, fighting for breath as this creature, this demon, squeezes the life out of him. He can already feel the static... the buzzing...
As his struggles start to weaken Zee presses a clammy hand to his temple. A splash of cold runs through him, as if he was standing up to his hips in frigid water. His chest constructs, like a crushing pain in the left side of his rib cage, radiating up his back.
His struggles fade, just a bit...
Mimic aims another Shadow Ball at Zee with a Snarl, but the enraged spirit swiftly pushes Simon into the path of the attack. His body convulses. He'd likely have screamed if he could make any sound at all.
Zee's hands are trembling now, her breathing shallow and ragged. The mist is growing thinner. It seems she is using all of her remaining energy, all of her remaining will to take Simon down with her.
In his mind he can see a golden lake at sunset. He had been waiting for someone, someone he had trusted, but now he is not so sure. When had they last made him feel loved, or safe?
As the pressure and pain in his chest crescendos to flashes of white across his vision, the frigid water rises and overtakes him. Will his heart fail him first or his lungs? The pain is overwhelming. He is slipping.
In a leap Mimic jumps at the two of them and grabs Zee, ripping her off of its trainer. It arches its back, its position looking distinctly inhuman now in spite of the form it was taking. It looked as if at any moment it could split apart and reveal something monstrous.
The struggle between them is brief. Dark mists surge around Zee in stuttering pulses as she rallies the remainder of her failing strength.
"No!" she whimpers, tears tracing trails through the dirt, grass and blood staining her face, "No!!"
She raises a hand enshrouded in darkness, desperately reaching for Mimic. Then it simply falls back into the grass with a gentle thud.
The grey bleeds from her eyes, leaving them honey brown again and staring vacantly skyward. The mist surrounding her fades away like a drop of ink in water.
Just in front of them, a wispy figure appears, so light and thin she’s almost mistakable for a shadow or trick of the light.
She doesn’t appear much older than twenty or so. Her light brown hair is cut in a shoulder length bob. She’s wearing simple office lady attire, a white blouse and black pencil skirt with a silver heart pendant around her neck. Her lowered grey eyes look so, so tired.
The lampent that had been hovering by the lake approaches, casting soft purple light over them.
The sensations abate the moment Zee is forced to let go of his throat. He gasps, raggedly, curling inwards and spluttering as tears spill from his eyes. It all hurt. EVERYTHING hurt. Even breathing hurt now. Simon rolls onto his side, trembling. He can still see Mimic staring down the spirit that had burst from Zee's body.
"Mimic-....!" He calls to his pokemon in a rasping voice, not much more than a whisper, and it bounds back to his side.
Gilligan places her beak against Simon's back to help him sit back up. But it will be a while before he is functional enough to do much more than that. He clings to her, and tries to stop feeling like there is still a pair of hands squeezing his throat.
The spirit continues to watch them in silence as she fades and fades.
The lampent stops before her, watching curiously. The spirit looks to the lampent, and a relieved smile dances across her lips, like she’s seeing her first friend in a long time.
Twirling, the lampent lifts the lid portion above its dancing purple flame. The spirit’s expression suddenly shifts from relief to open mouthed horror, and she turns as if to run. Her form dissolves and swirls like sugar in water, then is pulled inside the flame. The flame glows brighter.
Twirling again, the lampent emits an eerie, happy chime, and floats off into the night, taking its purple glow with it.
Zee lets out a sound somewhere between a gasp and a wet sob. With a great deal of effort, she rolls onto her side and strains to push herself up onto her forearms.
“B-Ben… B-Benjie,” she chokes as she falls back down. The small impact causes her to cry out as one by one, each portion of her body screams agony.
In a heartbeat, her noivern has crashed to her side and is pressing his nose under her chin, emitting a series of low whistles and whines.
Stars spark and dance in the center of her vision as the edges go dark. She recognizes that pelipper. She recognizes that lab coat.
Simon is crying.
Dread settles in her stomach. “Did I… Hurt?”
Her sob goes dry in her throat as she digs her fingers into Benjie’s fur collar, clinging to him as she tries to stay awake. “Police… Lake. Bod… Body. A… Amy.”
She can’t.
#glitch pkmn irl#pkmn irl#high stakes pokereality#cw blood#cw gore#cw death#cw death mention#cw choking#cw drowning#cw broken limbs#cw pokemon abuse
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