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Chelly

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Posts posted by Chelly

  1. Saturday evenings are devoted to eso/swtor rp.  So I can do it either after those or before them.  Sunday nights are swtor rp also,  (Swtor rp tends to not run 2 hrs ever ) 

     

    So during the day those two days are the best

     

    @Scoobs what is the name of the guild, i tried to search in the search engine and i couldn't find anything that resembled our remnants.  Also i couldn't find you.   THough I probably did it wrong on both counts. 

  2. My main is a Temporal Operative (TOS toon ) science officer, she normally drives a Temporal battlecruiser.  She has the full chroniton buildup on her and the ship.  

     

    I made a new toon (science )  and I think I am going to have her do a gamma quadrant build.   (I might do the rep ship set and then have her get the beams from the missions)..   I love beam torp builds

     

     

  3. I used to have 14 toons, yeah and I think i started playing the game in 2016/2017?   The majority of them had all reps done (when it was much easier to grind and not as many reps as now ).    I had a several feds, kdf, rom  and i did have a jem.  After a while I just didn't want to go into any of the toons. So i figured ok i will dwindle it down to my favorites which was my temporal agent which i made during the event.  One toon I wish i hadn't deleted was my first one, she had a ship I liked  but I wanted to just go down to one toon.  Though I have started new toons recently but I haven't really touched them much.  (not sure if i am and they might go on the chopping block soon ).  I have on this one (almost all the reps to 6) all the special bridge officers and she has currently 44 ships.  *help me * but if you guys would like me to make a kdf toon i can.  

     

    Oh why yes I am a whovian why do you ask :D

     

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    • Love 1
  4. Yes I do, I have been very neglectful.....    I swear my main glares at me each time I log in or it could because I put her in one of the temporal ships.  

     

    They are having the risa event going  on though.  I have been kind of grinding for the ship but it isn't a big deal ((she has 44 ships already))

    • Love 1
  5. I do need to try out the other layouts.  So far I like the hilltop and forest.   But I do kind of like the look of wilderness and standard.  I finally got the community center done. 

     

    I wish fishing was easier, for some reason the bar is very touchy on the ipad. it won't stay still for me  it keeps going wildly up and down.   I do want to do a toon for each layout.

  6. @Icy

     

    I want to see about changing my sheet, maybe just have healing stuff on her.  I also think I need to fix her age. (age her to say 80-90 since they are long lived )  I thinkI also need to research a bit on it.  Though I am tempted to just bring in a new toon. 

     

    It was so much easier to do a sheet on ryver. 

    • Like 1
  7. How many of the magic schools can she use? 

    I like the idea of 

    Alteration | Spells in this school change the world around the caster or the caster themselves. Alteration bends the laws of nature but does not break them. Waterbreathing, levitation, feather, and resist are among its spells.

     

    Mysticism | Mysticism is the use of magic to effect magic. It is one of the least understood magics, but its uses are well known. Soul trap, dispel, reflect magic, detect and telekinesis are just some of what its practitioners can do.

     

    Conjuration | The magic of calling forth something from another place or plane and binding it to your will. Summon Daedra, daedric armor and bound weapons are some of its basic spells.

     

    WOuld she be able to do  (though not sure if that is a skill my toon would have )

     

    Restoration | Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. The most commonly used forms of restoration magic are healing spells and protective wards.

     

     

     

    Conjuration | The magic of calling forth something from another place or plane and binding it to your will. Summon Daedra, daedric armor and bound weapons are some of its basic spells.

     

     

  8. Oh i like that, not sure what the other two flaws i should write down..  Could she be addicted to coffee?  or reading (has a book or scroll with her at all times?))

     

    So when rolling how would I go about doing the o+ thing. Would that be 10 pts?

     

     

    On the bard/artist thing

     

    What instruments would be a good item to do, I wrote down lute but is there something else that would be interesting.  I am able to emote both the lute and flute so either is good. Though I think doing the lute would be cooler :) 

     

     

  9.  

     

    Character Name: Arwen Song
    Race: High Elf
    Gender: Female

    Age: 80
    Occupation: Apprentice Medic, Librarian & Scholar

    Birth Sign: The Lover  (Sun's Dawn / February)
    Home Region/Town: Summerset

     

    Gear: Wears light armor and carries a staff  

    Commonly carried items: Pouch with scrolls and writing utensils, money and items for crafting potions, basic medical supplies, including unbreakable bottles.  Carries several bottles of potions that can restore health/magicka.  She also carries some antidotes for her companions who likes to play with poisons  (6 vials )  water skin   3 vials for magica  3 for healing

     3 for 

    Combat Skills:

    Staff | Adept | 2

    Dodge | Novice | 1

     

    Magical Skills: (*indicates Altmer racial passive) 

    Alteration I Novice | 1 *

    Destruction | Novice | 1 *

    Conjuration | Novice | 1 *

    Illusion | Novice | 1 *

    Restoration |master | 2

    Mystism |novice| 2

     

    Non-Combat: (*indicates Altmer racial passive) 

    Alchemy | adept| 0 *

    Enchanting | adept | 0 *

    Diplomacy | adept | 1

    Medical Knowledge | adept | 1

    Resilience | Novice | 1

    Scholar | Adept | 2
    Scribe | Adept | 2

    Riding | Novice | 1

    Chef | Novice | 1  

     

    Birth Sign:

    Bard | Novice | 0 (Lute)

    Artist | Novice | 0

     

    Points Used: 25
    Points Available: 7


    Flaws: 
    Driving Goal | Books/Learning, distraction when around new books, kind of a driving need for knowledge and keeping the circle from getting hurt too badly

    Addiction | Tea/Coffee Needs at least one cup to get through the day

    Naive | Still learning the ways of the world, you don't get everything from books and well being in a isolated island like Summerset

     

     

    Spells: 

     

    restoration spells

    • Healing and restoration spells replace aspects of the target that have become reduced through combat, illness or other damage. Most obviously this is used to restore health after combat, but skills and other attributes can also be affected.
    • Fortification spells temporarily boost the same skills.
    • Restoration magic can enhance a body's resistance to attacks based on elements such as cold or heat, and can add to a target's magical resistance or its resistance to disease.
    • It can also be used to completely cure the effects such as disease, paralysis or poison.
    • Absorption spells enable the caster to transfer energy directly from the target to him or herself. The spell may target attributes, skills, health, magicka, or any other aspect of the target's form.
    • Wards can be placed to nullify any incoming hostile magic.
    • Spells that cause undead to flee are sometimes considered to be part of the restoration school.

     

    Mystism

    • Transportation spells are used mainly in locations where a poorly-developed road network makes fast travel by horse impossible. They allow the caster to return to a previously-marked location, or to appear instantly at a location associated with power, such as a shrine.
    • A wide variety of detection spells are also available. These may allow the caster to divine the locations of lifeforms, objects or any other item for which a specific spell has been developed.
    • Absorption spells enable the caster to transfer energy directly from the target to him or herself. The spell may target attributes, skills, health, magicka, or any other aspect of the target's form.
    • Reflection spells enable the caster to turn a certain proportion of incoming magical or physical attacks back onto the target.
    • Dispel simply allows the caster to remove a previously-existing magical effect from the target.
    • Telekinesis confers the ability to move items without physically touching them.

     

    Illusion spells

    • Visibility spells come in two forms: invisibility and chameleon. The former totally removes the target from plain sight but is dispelled should the target perform any action other than simply moving around. The latter form bestows a level of transparency to the target as determined by the caster. This can range from very small amounts that leave the target largely in plain sight up to total invisibility, but in a form that is not dispelled by normal actions. The drawback is that high-level chameleon effects are very costly to cast.
    • Light spells are largely self-explanatory. They produce light of a chosen brightness and radius in an area. In theory, Illusion magic should be capable of producing darkness, but such an effect is yet to be developed by mages.
    • Noise spells also come in two forms. One type prevents the target from making any form of noise. This is an especially-useful attack against mages, as it prevents them from casting any of their spells. The other form, one that has fallen out of favor in recent years, causes the target to hear a noise, ranging from a soft murmur to a deafening cacophony. This can be distracting to the extreme, and can even inflict damage.
    • Another spell that has fallen out of favor is the blindness spell. This reduced the target's ability to see, ranging from a slight darkening of vision to total blindness.
    • Paralysis spells are immensely powerful, and can prevent the target from moving in any way.
    • Night-eye spells are like light spells in that they make it much easier for the caster to see in the dark. The obvious difference is that night-eye affects only the caster, so is of much more use if he or she is trying to remain undetected.
    • A major part of Illusion magic involves changing a target's reactions. Frenzy and Calm increase and decrease the target's aggression, making it more or less likely to strike out - even to the point of attacking allies or ignoring deadly enemies. Demoralize and Rally do the same for the target's courage: the doughtiest warrior may flee if hit by a strong demoralize spell, while a rally spell may make the most craven coward stand and fight. Lastly, Charm spells change the target's response to the caster, and can turn even the deadliest of foe into a helpful ally.
    • Clairvoyance can be utilized to determine a pathway to certain distant objects.
    • Muffle spells can be used to dampen the noise produced by worn armor, making it easier to avoid detection.

     

    Destructive

     

    • Elemental damage uses fire, frost, lightning or (rarely) poison to inflict damage directly. These may be fired directly at targets, but some applications have utilized these forces to be set off by proximity runes, or used a form of protective cloak, or even a damaging wall of magickal energy to deter opponents.

    Alteration

     

    • There are two types of shield spell: one simply protects the caster from a proportion of physical damage, and the other does this but also adds extra protection against a particular elemental attack.
    • Weight-changing magic can produce a "Feather" effect that reduces the weight of any items carried, or a "Burden" effect that increases their weight.
    • The effects of alteration magic are among the most useful, with spells that allow the caster to breathe underwater or to walk on its surface. Also in this class is a spell that enabled the caster to swim more quickly, but this spell has fallen into disfavor, as the Fortify Speed spell from the college of Restoration is useful on land as well as water.
    • Alteration magic can be used on locks, whether to open them or secure them.
    • There are three alteration effects that change the caster's motion through the air. One greatly increases the power and range of leaps, making genuinely superhuman jumps possible. The second effect reduces the speed at which the target falls, eliminating all falling damage. The third effect is genuine levitation, allowing the spell's target to move freely through the air. These effects have all fallen afoul of the Levitation Act of 3E 421, and are no longer practiced.
    • Glowlights can be summoned to provide a light source for the caster, or to illuminate a target.

     

    Alchemy

    • Mortar and Pestle: used for grinding the ingredients together into a paste to be boiled, required for potion brewing
    • Retort: used for distilling the brew, increases the magnitude of the potion's positive effects, optional for potion brewing.
    • Calcinator: used to increase all effects of the brew, both positive and negative, optional for potion brewing.
    • Alembic: also distills the brew, used to decrease its negative effects, optional for potion brewing

     

     

     @Draynar @K'lon @fltwoodsmonster 

     

    • Like 1
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  10. The standard edition that is 20 dollars, how much more stuff do you get with that. How far into the story would my toons get? I think I will wait, since I really don't get on that much.  I want to deal with what I have now.. still learning.  I think it will take me forever just get through what the f2p get. 

    • Like 1
  11. I grabbed one of the things and I have no idea what i am doing. I finally figured out how to get the map marked again. *sigh*

     

    At the bree tree i only see one quest, and i go and do it, but I don't know what to do. 

     

    So I decided to go to hobiton.

    • Like 1
  12. Sateele -10  hunter human (though I am so thinking of doing a different character,  i am not sure if I like the action stuff)  

     

    I added a bunch of you,not sure how to find the guild though

    • Love 1
  13. 1. Doctor Who: What isn't there to love about a person who travels all of time and space in a British Police box from the 60's.   And this year we will have a Female Doctor , which will change things up.  It has great stories, characters and history. This is on BBCA in America  and not sure which bbc channel in Europe. 

     

    2. Orville  It isn't STD ;)  or known as Star trek Discovery.  Orville is a space adventure set 400 years in the future. It was created by Seth McFarland, but it isn't like some of his other shows.  This is what I wish the current star trek was like, and it reminds me a lot of Star Trek The Next generation.   This airs on Fox

     

    3. The Good Place  A   NBC comedy that stars kristen bell.   I am not sure how to describe it without giving away spoilers. But it is a show that you might want to watch from the beginning. 

     

    • Love 3

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