attack on space

  • <p> <b><p></b> <b><p></b> <b>Person A:</b> You're like a beautiful gazelle<p/><b>Person B:</b> You're like a cute rat<p/><b>Person A:</b> Literally any other animal...<p/><b>Person B:</b> Lobster<p/><b>Person A:</b> that is the unsexiest animal<p/></p><p/></p><p/></p>
7
  • ACTION COMICS #40 inspired by BILL & TED’S EXCELLENT ADVENTURE, with cover art by Joe Quinones
  • AQUAMAN #40 inspired by FREE WILLY, with cover art by Richard Horie
  • BATGIRL #40 inspired by PURPLE RAIN, with cover art by Cliff Chiang
  • BATMAN #40 inspired by THE MASK, with cover art by Dave Johnson
  • BATMAN & ROBIN #40 inspired by HARRY POTTER, with cover art by Tommy Lee Edwards
  • BATMAN/SUPERMAN #20 inspired by THE FUGITIVE, with cover art by Tony Harris
  • CATWOMAN #40 inspired by BULLITT, with cover art by Dave Johnson
  • DETECTIVE COMICS #40 inspired by THE MATRIX, with cover art by Brian Stelfreeze
  • FLASH #40 inspired by NORTH BY NORTHWEST, with cover art by Bill Sienkiewicz
  • HARLEY QUINN #16 inspired by JAILHOUSE ROCK, with cover art by Dave Johnson
  • GRAYSON #8 inspired by ENTER THE DRAGON, with cover art by Bill Sienkiewicz
  • GREEN LANTERN #40 inspired by 2001: A SPACE ODYSSEY, with cover art by Tony Harris
  • GREEN LANTERN CORPS #40 inspired by FORBIDDEN PLANET, with cover cover art by Tony Harris
  • JUSTICE LEAGUE UNITED #10 inspired by MARS ATTACKS, with cover art by Marco D'Alphonso
  • JUSTICE LEAGUE #40 inspired by MAGIC MIKE, with cover art by Emanuela Lupacchino
  • JUSTICE LEAGUE DARK #40 inspired by BEETLEJUICE, with cover art by Joe Quinones
  • TEEN TITANS #8 inspired by THE LOST BOYS, with cover art by Alex Garner
  • SINESTRO #11 inspired by WESTWORLD, with cover art by Dave Johnson
  • SUPERGIRL #40 inspired by WIZARD OF OZ, with cover art by Marco D'Alphonso
  • SUPERMAN #40 inspired by SUPER FLY, with cover art by Dave Johnson
  • SUPERMAN/WONDER WOMAN #17 inspired cover by GONE WITH THE WIND, with art by Gene Ha
  • WONDER WOMAN #40 inspired by 300, with cover art by Bill Sienkiewicz

IT’S THEORY TIME!

I’VE BEEN HOLDING THIS THEORY SINCE MONSTER REUNION CAME OUT LIKE.. 8 MONTHS AGO, SO PLEASE PARDON ME IF I GET TO HYPED.

Ok so first of all let’s see what got ton of gems corrupted… 

Centi tells Stevo that everyone was running away from something, and after that, it was all noise… “You heard something. From the sky, a sound. A song? And then…”

And this is also further handled on “Same Old World” where Lapis shows that everyone was running in a hurry out of the earth and because of that they leaved her on earth trapped in the mirror. 

That looks like a light, sure, a blinding light, but what got me is when Centipeedle CLEARLY talks about SOUND and not LIGHT.

In the same episode, Garnet talks about how “It’s sort of like if MC Bear-Bear didn’t tear the fabric of his arm, but the fabric of his mind.”, so the nuke (let’s call it like that so is easier kie?) wasn’t spreading a kind of virus or something that messes with their body structure, aka, their light.

Now, back to an episode, season 1B, first Stevenbomb, “The message”. 

What’s so important about it? I think is a lil picky, but re-watching season one it really got my attention the way Amethyst reacted to The Wailing Stone

At first it was kind of just covering her ears and being a lil moody, but time passed and there was a point where she was getting desperate. 

(weirdly, Garnet and Pearl seems kind of okay, but that may be because they are in general more resistant, i think)

And you see, for the ones who don’t know, sound is basically waves that travel through matter, a constant and loud sound can get to the point of physically hurting you.

Actually, one of the discovering that Nikola Tesla did was that, with vibrations, you could make something shake, and if it was constant and strong enough, it would break, it’s exactly what earthquakes do! and guess what, sound is, in fact, vibrations!. 

Now, the most common experiment about this is putting some sort of glass and turning the volume slowly as loud as possible, after a moment the vibrations would be so much that it basically shatters.

What does this has to do with gem corruption? as I said before, sound needs MATTER to “travel around”, so OF COURSE they couldn’t make the bomb attack from space as a sound!, thats where the light makes the job.

You see, light is also waves that travel around, thing is, light doesn’t need a medium to travel, so Homeworld basically found a way to make a light explosion, turn it into sound, and attempt to shatter the gems in that way. 

But how did they turned the light into sound? Waving stones.

You see, in Gem Hunt we get a pretty short view of what is possibly a HUGE waving stone. 

Homeworld probably put them all around the world so they would make the sound travel without problem, the original waving stones where probably little and used to send messages from homeworld/space to earth (Like Lapis did),but then they found out that they could use it for shattering gems, their plan was basically use “vibrations to break glass” but in a massive way. 

So, why didn’t the gems shattered? they… kind of did! Corruption is basically their “light forms” shattered, its like the noise didn’t exactly broke the gem, but broke the coding of the gem, corrupted it, like when someone messes with the data of a video game and it gets all glitchy! they shattered their data, their “brains”. 

Of course, they didn’t literally SHATTERED them, but having in mind that Homeworld made the cluster experiments with Crystal Gems (As Garnet says explicitly) then it was probably a way to prove their weapons again. They basically used their enemies, the rebels, as lab-rats, to see if their massive weapon would work, just like the cluster.

Homeworld pretty  much tortured the gems with a screeching, loud and constant sound long enough to shatter their light forms.

Jeanmarco Week Day 5: Past/Future

I saw the opportunity and took it faster than you could say ‘Enterprise’.  XD
I couldn’t resist doing a crossover of my favourite pairing with Star Trek  💫
What can I say? I’m a Trekkie at heart~  uvu ♥

This morning we woke up to the fifth terrorist attack in the space of a year: a man drove a van into a mosque at Finsbury Park (North London), killing one and injuring a further nine, most of whom were on their way home after Iftar.

It’s easy to feel as if the United Kingdom is becoming unrelentingly worse, particularly when the fire at Grenfell Tower is added to the mix. After Jo Cox’s murder, the Westminster attack, the Manchester bomb, the London Bridge attack, and now this.

But we also remember the immense compassion that has come out of this past year, too. The Jo Cox Foundation’s Great Get Together, Ariana Grande returning to Manchester just days after to raise money for the victims of the attack, Andy Burnham’s leadership just days after taking office, Sadiq Khan’s dignity under fire from Donald Trump, and of course the small boy who gave the pocket money he had saved to the Grenfell fire relief effort.

It’s been a year of considerable darkness but one in which light has shone through, too. And we have to remember this.

Fighter Week: New Magic Items

A list of magic weapons and items specially designed with fighters in mind.


Beacon of Heroism

Wondrous Item (neck), Rare, requires attunement by a fighter

A gold amulet with an amber gem clasped by a dragon claw. When you use your Action Surge, all enemies in a 40 ft. radius that can see you must make a CON saving throw with a DC of 15 or become blinded for 1d4 rounds.

Belt of Deflection

Wondrous Item (waist), Uncommon, requires attunement

A belt of deflection comes in three different materials, each with a slightly different property.

  • Snakeskin: The wearer has resistance to piercing damage.
  • Tiger Fur: The wearer has resistance to slashing damage.
  • Rhino Leather: The wearer has resistance to bludgeoning damage.

Cape of the Oracle

Wondrous Item (back), Rare, requires attunement

A knee-length, rectangular purple cape with intricate swirling patterns converging on a large central eye motif. The cape alerts the wearer’s intuition whenever an attack comes from their rear. Flanking attackers do not gain advantage on attack rolls against the wearer, and simply being behind the wearer does not grant advantage as if the attacker was unseen.

Deadfall Hammer

Magic Weapon (warhammer or maul), Very Rare, requires attunement

A heavy hammer with a head that looks like a giant ram’s horn, with the cross-section of the base forming the front face of the hammer. The weapon is treated as a +1 magic weapon. Whenever the attuned creature hits an enemy with the hammer, the creature must make a STR saving throw with a DC of 16 or be knocked backward 5 ft. On a critical hit, the creature is automatically knocked back 15 ft. and falls prone.

Deadweight Gloves

Wondrous Item (hands), Uncommon, requires attunement

A pair of supernaturally heavy gloves that look and feel like lead, yet are malleable as leather. While wearing the gloves, the attuned creature deals 1d6 base damage when making unarmed attacks with their fists. Also while wearing the gloves, spellcasters have a 25% chance that any spell that they cast fails. This damage does not stack with other bonuses to unarmed damage such as from a monk’s Martial Arts feature or the Tavern Brawler feat.

Energy Weapon

Magic Weapon (any), Rare

This weapon is wreathed in a set energy type chosen when the item was created. Variations include fire, cold, lightning, thunder, acid, poison, necrotic, and radiant. The energy is visible but can be dismissed as a free action. When the weapon’s wielder hits with an attack, the weapon deals a bonus 1d4 damage of the energy type.

Energy Burst Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) but on a critical hit it deals 1d4 energy damage of the same type to all enemies within 5 ft. of the enemy struck.

Energy Blast Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) except once per short rest, the wielder can speak the command word and use an action to fire a 60 ft. line of energy of the same energy type. Creatures in the area of effect must make a DC 14 DEX saving throw to try and dodge it. Creatures that fail their save take 8d6 energy damage or half that much damage on a successful save.

Extending Weapon

Magic Weapon (any melee), Uncommon

Once per short rest, this weapon’s range increases by 5 ft. for one round.

Gauntlets of Inevitability

Wondrous Item (hands), Rare, requires attunement

A pair of metal gauntlets studded with tiny claws on the back of the hand. They seem to guide your hands towards those trying to escape you. Creatures taking the disengage action to move outside of your threatened area still provoke an attack of opportunity as if they had not used the disengage action.

Helm of Blindsight

Wondrous Item (head), Uncommon, requires attunement

This bucket helmet has a single opal in the center of the forehead. The wearer has blindsight but only with a range of 5 ft.

Mimicfriend

Magic Weapon, Uncommon

This weapon in its basal form is a glob of silvery clay. With a command word, the wielder can cause it to change its shape into any nonmagical weapon that the wielder can imagine. Regular rules for proficiency apply when wielding a weapon. The weapon still counts as magical when taking the form of a nonmagic weapon.

Pauldrons of Wailing

Wondrous Item (shoulders), Rare, requires attunement by a fighter

These shoulder guards are made of iron and depict screaming ghouls with sharp teeth. When the attuned creature uses their Second Wind ability, all creatures in a 10 ft. radius must make a DC 17 WIS saving throw or become frightened for 1 round.

Rapid Weapon

Magic Weapon (any Finesse weapon), Very Rare

This weapon is bright silver and sparkles with veins of blue light. The weapon is treated as a +1 magic weapon and when the wielder lands a critical hit, the hit becomes a regular hit and then the wielder gains another attack immediately afterward against a creature within 5 ft.

Sandals of the Surging Waves

Wondrous Item (feet), Rare, requires attunement by a fighter

This set of calf-height sandals are patterned with undulating strips of tough fish leather lined with satin. When the attuned creature uses their Action Surge, an illusory surge of water follows you in your wake. Until your next turn, your movement does not provoke attacks of opportunity and creatures you pass through must make a DC 15 STR saving throw or be knocked prone.

Trueheart Crown

Wondrous Item (head), Rare, requires attunement by a fighter

A gold crown with a starburst motif at its front depicting rays of light emanating from a rearing lion. When the attuned creature heals themselves with their Second Wind ability, all allies within 20 ft. of the creature heal for an equal number of hit points.

Trifold Blades

Magic Weapon (shortsword, dagger, battleaxe), Legendary, requires attunement

This blade produces two spectral duplicates, one red and one blue, that float a few feet away from each other with a command word. The weapon itself is a +2 weapon. When the attuned creature makes an attack against a creature with the Trifold Blades, they may also choose to let the attack affect a creature to their immediate left and immediate right. The secondary attacks use the same roll as the original attack against the new targets’ AC. The shadowy blades can be withdrawn as a free action.

Wheel of Pain

Magic Weapon, Very Rare, requires attunement

This thin wheel has spikes emerging from its circumference. The wheel can be used as a martial melee weapon with 1d8 slashing base damage. The wheel can also be thrown up to 30 ft. away to deal similar base damage. Once thrown, the wheel spins wildly in place and obeys the attuned creature’s mental commands. The wheel can be moved up to 30 ft. as a bonus action on the attuned creature’s turn, attacking all creatures’ spaces it travels through. The wheel can only move in a straight line in this way. When the wheel attacks a creature in this way, it uses the attuned creature’s proficiency modifier plus their CHA modifier for the attack roll, and the CHA modifier for the damage roll. If not commanded in any way, the wheel spins in place and threatens the space it is in. The wheel will stop moving if the attuned creature wills it to stop, or after 5 rounds.

when people spin their earbuds on their fingers all i see is the female titan spinning people by their 3dmg

attack on titan has ruined me

In regards to Voltron S1E08 ‘Crystal Vemon’

Other than being my favourite episode thus far, something struck me when re-watching it once again today. 

When the castle tried to off the Paladin’s and Allura, I think it calculated who needed to be taken out the most. 

Pidge and Hunk got attacked by harmless space goo and then floated in Zero G’s for a while with no real dire consequences. 

Keith was attacked by a droid that matched him in fighting ability, but could be taken out easily enough if you used your mind.

Shiro was mentally attacked and was rattled but being with the other’s and the castle being a threat snapped him back into the right mindset. 

Allura was being more mind controlled than anyone else, but once Space Uncle Coran saved her no harm was done.

Lance on the other hand, if Coran hadn’t been there he would have just disappeared totally frozen in the healing pod. When Coran saved him, the castle adapted and used that to lure Lance into the DEADLY air lock and planned on literally ejecting him into space where he would DIE.

So i think that the castle saw Lance as the biggest threat out of all of them and that is something we shouldn’t forget.