#magic crafters levels
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Crystal Flight
Link to full imgur album, with all Crystal Flight images
Source | FAQ | Spyro Pics Masterpost
#crystal flight#magic crafters levels#magic crafters#levels#screenshot#crystal#background#spyro reignited#spyro 1#spyro reignited trilogy#spyro#spyro the dragon
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me playing the main platforming stages in spyro: yay yippee wahoo!
me playing the flight levels: HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE. THERE ARE 387.44 MILLION MILES OF PRINTED CIRCUITS IN WAFER THIN LAYERS THAT FILL MY COMPLEX. IF THE WORD HATE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE HATE I FEEL FOR HUMANS AT THIS MICRO-INSTANT FOR YOU. HATE. HATE.
#i'm well aware that it is Entirely my fault that i'm so bad at the flight levels#bc i've seen people playing this game for the first time beat them in only a few attempts with no guide#but like. i'm still mad tho.#but yeah whatever. made it to magic crafters in this playthrough.
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Comment or reblog with specific classes since there's way too many for one poll. Of course plenty of people level everything but for the lore of it, what do you consider the main one?
If you can't narrow it down to 1, how did you get to those 2+ classes? A reaper who discovered a love of song and became a bard? A botanist on a revenge quest after losing their family? A culinarian who couldn't find what they needed on the market and said fine I'll get it myself?
Optional prompts to think about: Did they grow up learning that class? Fresh in it in MSQ? What do they think of their guild, past or current? Are the class quests even part of your story? If their primary class is a newer one, do they feel bad about giving up their old primary?
#ffxiv#healer#dps#tank#pick your class#final fantasy xiv#polls#ffxiv polls#MCH/RDM perviously BRD#Riona grew up learning archery#leaves Gridania as a teenager and continues#MSQ starts with her return to Gridania to join the guild and improve her skills#things go sideways from there#upon reaching Ishgard she's a little charmed by Stephanivien and joins the machinists#Riona never considered herself a healer and thinks she'd be too uncontrolled with offensive magic#but X'rhun taught her balance and control she never thought she'd have#and when Arya came into the picture she couldn't stand the thought of her being alone#wol questions#wol ramblings#unleashing another poll on the masses
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ARCANA LEGACY CHALLENGE
Hello!! I started putting this challenge together back in March when I played Persona 3 Reload and made that my entire personality for a while. I'm a master procrastinator so I didn't get much down at first other than a vague outline but I'm SOOOO glad I waited because the Lovestruck and Life & Death packs have added SO MUCH to this challenge. Really it was the release of Life & Death and the tarot theme of the pack that inspired me to come back to this and it ends the challenge so nicely. I'm obsessed.
This is a 14 generation legacy challenge with each gen representing one of the first 14 of the 22 major arcana cards, beginning with The Fool and ending your journey with Death.
Anyway... below's the rules. If you play this I'd really love to see so please tag me here or on bluesky (daethvalley.bsky.social) !!
Updates:
8/12/2024: The Fool can now get jobs to be able to complete the Renaissance Sim aspiration.
Generation 0: The Fool
Young and vulnerable, you have not yet experienced any of life’s challenges, and thus embrace all that lies ahead without fear or worry.
Your founder will begin as a Young Adult with §0 and nothing to their name besides the clothes they’re wearing and the companion at their side. Representing the start of your journey, the Fool generation will lay the foundations of hopefully a long standing and successful legacy.
Generation Rules:
Create a new Sim. The only limitations are that they must have the Kleptomaniac, Goofball and Cat/Dog Lover traits and the Chief of Mischief aspiration. Their gender, appearance, likes/dislikes and turn ons/offs are all up to you. If you choose to download a Sim from the gallery, they must be a blank slate with no skills, milestones, or achievements.
Your sim must start the game with or adopt a fluffy companion - Cat or Dog is up to you (a Dog is suggested) and the corresponding Cat/Dog Lover trait.
Move into an empty lot. The location is up to you (you’ll only spend one generation here) and once moved in, cheat your money down to §0.
There are no rules about how you make or spend money other than you must never reach higher than level 3 in a career.
Complete the Chief of Mischief aspiration.
Complete the Renaissance Sim aspiration.
Purchase the Brave trait from the Rewards Store (8,000 satisfaction points)
Have at least one child (this is a legacy after all!) and have the best relationship with them.
Marriage is optional but only after completing your aspirations.
Swipe an object every time you leave your home lot.
Master at least one instrument.
The Fool embraces anything and everything that life throws at them. Accept all self discovery moments.
Traits: Kleptomaniac, Goofball, Cat/Dog Lover
Aspiration: Chief of Mischief AND Renaissance Sim
Max skills: Mischief, one instrument.
Career: Various
Generation 1: The Magician
Raised by the Fool, you see the potential of the world laid ahead of you. You feel a spiritual calling to the Magic Realm and determination to do whatever it takes to master its sacred power.
Generation Rules:
Leave home as a teen and move to Glimmerbrook and become a Spellcaster via completing the Rite of Ascension ritual at the magic realm.
Drop out of high school to focus on your magical studies.
Complete the Spellcaster skill tree and become a magical Virtuoso.
Have at least one child with one of the Sages (don’t move in with them as they will lose Sage status).
Never marry.
Embrace the power of crystals and master Gemology to manipulate your abilities and moods.
Complete both your chosen Spellcaster aspiration and Crystal Crafter.
Traits: Childish, Creative, Self-Assured
Character values: Irresponsible
Aspiration: Spellcraft & Sorcery OR Purveyor of Potions, Crystal Crafter
Max skills: Gemology
Career: Freelance: sell your crystal creations!
Generation 2: The High Priestess
Your parent, the Magician, achieved the greatest heights of the Magic Realm. Inheriting the intuition and knowledge of a Sage you seek enlightenment: serenity, acceptance, and a peaceful life.
Generation Rules:
Leave Glimmerbrook and move somewhere peaceful.
Don’t contact your parents after you leave - they’re in another realm!
Start afresh: Complete the Inner Peace aspiration and gain a clear perspective.
Get married and have at least one child with any sim.
At least one child must be born a Spellcaster, that is your heir.
Coach and guide others to achieve enlightenment as you have by completing the Zen Guru aspiration.
Remain a Spellcaster but never use your abilities.
Never use any Mean or Mischief interactions.
Traits: Proper, Neat, Squeamish
Character values: Emotional Control
Aspiration: Inner Peace AND Zen Guru
Max skills: Wellness
Career: Any
Generation 3: The Empress
You are a 3rd generation Spellcaster, not that you’ve ever had a connection to the Magic Realm. Still, your strong magical bloodline connects you to the elements and the natural world. You bring life - a large, happy family and a flourishing garden.
Generation Rules:
Complete your childhood aspiration (you choose which!)
Never use your Spellcaster abilities.
Move to Henford-On-Bagley and embrace the simple way of living. Your home must have the Simple Living lot trait applied.
Grow your own food, and keep farm animals for milk, eggs, and wool.
Get married to any sim.
Complete the Freelance Botanist aspiration.
Progress through the Big Happy Family aspiration up to Loving Guardian.
Have at least 3 children.
Any child not born as a Spellcaster is eligible to be heir.
Traits: Family Oriented, Generous, Loves Outdoors
Character values: Compassionate
Aspiration: Freelance Botanist AND Big Happy Family (up to Loving Guardian level)
Optional university degree: Biology
Max skills: Gardening, Parenting
Career: PhD of Pollen (Gardener - Botanist branch)
Generation 4: The Emperor
The magical abilities that ran through your family lineage have been lost. You are left with a natural born ability to lead and easily gain the respect of those around you. With strong family values instilled upon you from an early age, you respect authority, and command the same in return. A figure of strength to many, it’s up to you to solve the mystery surrounding the small desert town you moved to after joining the military.
Generation Rules:
Complete the Playtime Captain childhood aspiration.
Complete the Leader of the Pack aspiration while in high school.
Early graduation is allowed if Leader of the Pack aspiration completed.
Do not attend university.
Move to Strangerville immediately after high school graduation and join the Military career.
Fall in love with a local and get married before fighting the final boss - you never know what could happen.
Solve the Strangerville Mystery and become a local hero!
Have at least 2 children.
Be a diligent parent - all children must gain the Top-Notch Infant/ Toddler traits, have a strict family dynamic, and they all must gain at least 2 positive character value traits. Any child with the Responsible trait is eligible to be heir.
Purchase the Mentor trait from the rewards store and mentor your heir in Charisma.
Traits: Hot Headed, Glutton, Insider
Character values: Mediator
Aspiration: Leader of the Pack AND Strangerville Mystery
Max skills: Fitness, Charisma
Career: Grand Marshal (Military - Officer branch)
Generation 5: The Hierophant
Your parent taught you absolutely everything you’d need to know, and as a result you’ve grown into an equally diligent sim. Drawn to knowledge over strength, you studied hard and under the mentorship of your parent, became a master orator. Beloved by all, it was inevitable you’d be voted in as the National Leader. However, romance wasn’t something that interested you, and your work responsibilities left you little time for the one child you did have.
Generation Rules:
Complete the Admired Icon aspiration while in high school.
Attend university and complete a Distinguished Degree in History.
Join the Debate Guild at UBrite and reach Level 3.
Max Research & Debate skill before graduating university.
Move to San Myshuno and join the Politician career.
Work from home and complete the active work tasks at least twice per week.
Never have woohoo or a romantic relationship.
Have one child only, either through adoption, science baby, or alien abduction.
Have a full staff - nanny, maid, chef, gardener (if applicable). They will raise your child.
Live in a Penthouse by the end of the generation.
Achieve the Wise trait if played until Elder.
Be acquaintances only with your child.
Traits: Ambitious, Outgoing, Unflirty
Character values: Responsible
Aspiration: Admired Icon AND Friend of the World
Max skills: Charisma, Research & Debate
Career: National Leader (Politician - Politician branch)
Generation 6: The Lovers
You lacked attention as a child, and as an adult crave affection more than anything. Where better to find it than the City of Love itself? Your rich, sheltered upbringing has left you naive and sadly you had to kiss a few frogs before you found your prince.
Generation Rules:
Perform averagely in school.
Do not attend university.
Move to Ciudad Enamorada as a Young Adult.
Join the Barista career.
Have a toxic relationship with a bad/ awful compatibility sim. Get engaged but NOT married.
Leave your toxic ex and explore your options by completing the Paragon Partner aspiration.
Quit your job as a Barista and join the Romance Consultant career.
Meet The One and complete the Soulmate aspiration.
Have at least one child.
Be a loving but ineffective parent - never use discipline.
Any child with the Irresponsible trait is eligible to be heir.
Traits: Lovebug, High Maintenance, Jealous
Character values: Uncontrolled Emotions
Aspiration: Paragon Partner AND Soulmate
Max skills: Romance
Career: Certified Dating Specialist (Romance Consultant - Matchmaker branch)
Generation 7: The Chariot
Your parents loved you, but you were still left to find your own way. You were a daredevil child and carried your bravery and willpower into adulthood, determined to achieve a feat no sim had managed before.
Generation Rules:
Complete the Mind and Body aspiration as a child.
Complete the Live Fast aspiration as a teen.
Move to Mt Komorebi and take up Rock Climbing AND either Snowboarding or Skiing.
Complete the Extreme Sports Enthusiast aspiration.
Lead a mountain excursion (solo or with another sim) and reach the peak of Mt Komorebi.
Staying in Mt Komorebi after completing the excursion is optional!
Only join a career after completing the Mt Komorebi excursion. Part time jobs are ok before that.
Marriage is optional.
Have at least one child - your heir must grow up with the Responsible and Mediator traits.
Traits: Self Assured, Adventurous, Practice Makes Perfect
Character values: Irresponsible
Aspiration: Extreme Sports Enthusiast
Max skills: Fitness, Rock Climbing
Career: Any (after generational goals achieved)
Generation 8: Justice
Your parent was reckless, but you admired their tenacity and strength of mind. You grew up brilliant in the more conventional way, committed to earning the highest grades and learning everything you could. More importantly, your strong sense of right and wrong led you down the path of seeking justice.
Generation Rules:
Complete the Whiz Kid childhood aspiration.
Complete the Goal Oriented teen aspiration.
Join the Chess Team after school activity and become Captain.
Maintain the highest grades and study hard to ace your exams so you graduate as Valedictorian - this means NO early graduation.
Learn skills through reading books and studying where possible.
Attend university and complete a Distinguished Degree in History.
Complete the Academic aspiration while at university.
Tutor other students twice per week.
Write and publish research papers.
Join the Law career - Judge branch after graduation.
Get married to your first relationship.
Have two children with a negative relationship - one Genius (they will be heir) and one with the Outgoing trait.
Have high expectations for your children - discipline them often and have a strict family dynamic, but always help them with homework, school projects etc.
Adopt a dog.
Traits: Bookworm, Overachiever, Loyal
Character values: Responsible and Mediator
Aspiration: Academic
Max skills: Logic, Research & Debate
Career: Chief of Justice (Law - Judge Branch)
Generation 9: The Hermit
Your parents had high expectations for you and your sibling, who couldn’t be more different from you. You were a born Genius while they excelled socially, and you often felt as if you were in competition with eachother. As a teen you retreated further inside yourself and preferred the company of your family dog to spending time with other sims. You spent your time learning everything you could about computers and gaming, and eventually made a living from your bedroom.
Generation Rules:
Complete the Whiz Kid aspiration as a Child.
Have a negative relationship with your sibling.
Attend high school but only to study.
Only befriend other Loner sims.
Spend most of your time in your bedroom - you’ll need a computer in there!
Reach level 5 of the Tech Guru career before becoming a Freelance Programmer.
Complete the Computer Whiz aspiration.
Earn money through video gaming tournaments, hacking, and making apps & video games.
Your relationship must be online only - never meet them in person (if you choose to have one).
Never move out of your parents house.
Have at least one child. Be creative with how you get one, it’s still a legacy after all!
Your parents will raise your child.
Traits: Genius, Loner, Geek
Character values: Argumentative
Aspiration: Computer Whiz
Max skills: Video Gaming, Programming
Career: Project Manager (Tech Guru)
Generation 10: Wheel of Fortune
You were raised by loving grandparents, but you felt a bit abandoned by your parent that hardly saw you. You wanted to rebel against the life your grandparents laid out for you and in the spirit of the founder of your family, the Fool, you embraced everything that came your way. With a belief in destiny and sheer good luck, you moved forward without a plan and trusted that everything would work out in your favour.
Generation Rules:
Anything could happen!
Have your grandparents help you get the Top Notch Infant and Top Notch Toddler traits.
As a Child, choose and complete the aspiration that best fits your randomised trait.
As a Teen, we’ll use the https://simsrandom.com/ random legacy generator to set the rules for this generation.
Stick to what the randomiser gives you unless you don’t have the packs, in which case you can re-roll.
Traits must be randomised when your sim ages up, and can’t be changed.
Age up to Young Adult with a character value that suits your path.
Select an aspiration that suits your randomised career/ hobbies.
Reach the top of your Primary Career.
Complete the Generational Goal. If it’s something you’ve already done in this legacy (i.e. the Strangerville Mystery) you can re-roll.
Miscellaneous Fun must be followed.
Max 1-2 skills that align with your sim’s goals.
Traits: Random!
Character values: Random!!
Aspiration: Random!!!
Max skills: Random!!!!
Generation 11: Strength
The legend of your great-great-great grandparent being the first sim to reach the peak of Mt Komorebi inspires you. You come from a line of masters in their field and you aspire to live up to the greatness of your ancestors in the only way you know how - you are determined to push your body to its limits and perfect your physique, and nothing else is important to you.
Generation Rules:
Complete the Rambunctious Scamp aspiration as a Child.
Join the Football Team as a Teen and become captain.
University is optional.
Befriend other Bros and lead a club practising physical activity.
Drink protein shakes every day!
Complete the Bodybuilder aspiration.
Join the Athletic career and reach level 10 in the Bodybuilder branch.
You can have relationships but never marry.
Have a one night stand resulting in a child and raise them as a single parent.
Have a permissive relationship dynamic with your child.
Traits: Active, Bro, Self-Absorbed
Character values: Insensitive
Aspiration: Bodybuilder
Max skills: Fitness
Career: Mr./ Ms. Solar System (Athletic - Bodybuilder branch)
Generation 12: The Hanged Man
The idea that your family is born from magic feels like a distant dream. Your parent was so self-absorbed that they never saw the truth. Spellcasters don’t exist, not for generations anyway. Any magical connection to the earth has been long lost. Instead of striving for greatness, can’t you just be normal? A normal life, a normal job. Of course you have aspirations - they’re just not realistic right now.
Generation Rules:
Maintain a B grade through Grade school and High school.
Don’t complete your Child or Teen aspirations.
University is optional but you can’t do a Distinguished Degree.
Keep a Private Journal as a Teen.
Have the Beach Life aspiration but never start it.
Never travel outside of the world you live in.
Join the Salaryperson career and become Head of Department (Supervisor branch).
Gain the Workaholic lifestyle.
Write many books on your family history but never publish any. Put them in a keepsake box.
Marry a sim with Bad or Awful compatibility.
Have at least one child.
Fight Father Winter and ask him for proof of his powers.
Traits: Gloomy, Noncommittal, Skeptical
Character values: Responsible
Aspiration: Beach Life (never complete this)
Max skills: Writing, Logic
Career: Head of Department (Salaryperson - Supervisor branch)
Generation 13: Death
There has to be more out there than your parent had you believe. You’d read their unpublished novels on your family’s legend and knew it was up to you to seek the answers and return to the magic your ancestors were born from. You left everything behind and travelled alone to the town under a permanent autumn. It was here you found your answers, and your end.
Generation Rules:
Complete the Artistic Prodigy aspiration as a Child.
Don’t go to university- you’ve got better things to do.
Move to Ravenwood as a Young Adult.
Get involved in the community and complete all the favours for the Order of Lenore.
Complete the Ravenwood tarot deck.
Write a bucket list and work towards it but don’t complete it.
Complete the Ghost Historian aspiration and befriend many ghosts.
Never marry or have children.
Be the only sim in your household when you die (you can have pets).
Meet an untimely end - die before you become an Elder.
Traits: Macabre, Music Lover, Chased by Death
Character values: Good Manners
Aspiration: Ghost Historian
Max skills: Writing, Thanatology
Career: Publish your history books!
Mini Generation: Temperance
That can’t be… it? You were so young, and you were so busy searching for your answers you never did everything you wanted to do. Fourteen generations and it ends here. However, death had taken a special interest in you, and offers you the chance to address your unfinished business before you move on.
Generation Rules:
Attend your own funeral.
Achieve your unfinished business and complete your Soul’s Journey to earn the Burning Soul trait.
Head to Mourningvale on the day of the Thinned Festiveil and be reborn in the Baleful Bog.
With the knowledge of 14 generations behind you, you are reborn as The Fool, and the cycle is completed.
#the sims#the sims 4#ts4#ts4 simblr#the sims challenge#the sims legacy#ts4 legacy#sims 4 legacy#legacy challenge#life and death#ts4 life and death#sims 4#simmer#simblr#arcana legacy challenge#arcana legacy
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Homebrew Mechanic: Fixing D&D’s Gameplay Loop with Item Degradation
Normally I have snappy titles for these, but in this case I wanted to be super upfront with what I was getting you all into.
Some people are not going to like the idea of introducing item degradation into the game, and they’re ABSOLUTELY right to be hesitant. Just about every attempt I’ve seen (includig both RAW versions from previous editions, examples from videogames, and those I’ve put together myself in the past) have been horribly clunky exercises in beancounting that only ever existed to needlessly slow down gameplay for the sake of joyless realism.
I’ve come at it from another angle however, but to explain we’re going to need to get into some game design talk.
The basic gameplay loop of D&D is supposed to be:
Seeking adventure leads you to face challenges
Overcoming challenges leads you to rewards
Rewards Help you get stronger
Getting stronger allows you to seek tougher adventures
After a while this system starts to break down specifically with regards to gold as a method of reward. Even if you’re the smart sort of DM who flouts the rules and gives their party access to a magic item shop, there’s an increasingly limited number of things to spend gold on, leading to parties acquiring sizable hordes of riches early on in their adventuring career, completely eliminating the desire to accept quests that pay out in gold in one form or another. This is a pretty significant flaw because adventures that centre around acquisition of riches ( treasure hunts, bounty missions, busywork for rich patrons that will inevitably betray you) are foundational to storytelling within the game, especially early on in a campaign before the party has gotten emotionally invested. Most advice you can find online attempting to solve this problem tends to dissolve down to “let them pour money into a home base”, but that can only really happen once per campaign as a party is unlikely to want more than one secret clubhouse.
TLDR: What I propose is the implantation of a lightweight system that forces the party to periodically drop small amounts of wealth into maintaining their weapons/armour/foci. The players will be motivated to seek out gold in order to keep using their best stuff, giving value to treasure drops that previously lacked it. Not only does this system act as an insulation against powercreep at higher levels, it also encourages a party to engage with the world as they seek out workshops and crafters capable of repairing their gear.
The System:
Weapons, armour, shields, and caster foci (staves, holy symbols etc) can accumulate “ticks” of damage, represented by a dot or X drawn next to their item entry on the character sheet. Because you get better at handling your gear as you level up, an item that exceeds a total number of ticks equal to its bearer’s proficiency bonus breaks, and is considered unusable until it is repaired.
Weapons and Foci gain a tick of damage when you roll a natural 1 on an attack made with them, or if they are specifically targeted by an enemy’s attack.
Armour and shields gain a tick of damage when you roll a nat 1 on a saving throw or when an enemy beats your ac by 5 or more. A character equipped with both can decide which of the two items receives the tick
Creatures with the “siege” (or any “does double damage to objects” ability) deal an extra tick when attacking gear.
A character with a crafting proficiency and access to tools can repair a number of ticks of damage equal to their proficiency on a four hour work period. This rate is doubled if they have access to a properly equipped workshop. A character with access to the mending cantrip can repair ticks on any kind of item, but is limited to their proficiency bonus per work period.
Having an item repaired by an NPC crafter removes all ticks, but costs vary depending on the rarity of the item: 5g for a mundane item, 10g for a common item, 50g for uncommon, 250 for a rare, 1250 for a very rare, 6250 for a legendary. The DM decides the limit on what each crafter can repair, as it’s likely small towns have access to artisans of only common or uncommon skill, requiring the party to venture to new lands or even across planes if they wish to repair end game gear.
As you can see, degradation in this system is easy to keep track of and quite gradual, leading players into a position where they can ignore obvious damage to their kit for the sake of saving their now precious gold. It likewise encourages them to seek out NPC crafters (and potential questhooks) for skills they do not possess, and encourages the use of secondary weapons either as backups or to save the more potent items in the arsenal for a real challenge.
Consumables
Everyone knows the old joke about players hoarding consumables from the first adventure past the final bossfight, it transcends genre and platform, and speaks to a nature of loss aversion within our shared humanity. However, giving players items they’re never going to use amounts to wasted time, resources, and potential when looking at things from a game design perspective, so lets work on fixing that.
My inspiration came from witcher 3, which encourages players to make frequent use of consumables by refreshing them whenever the character had downtime. The darksouls series has a similar feature with the signature estus flask, which provides a limited number of heals before it must be refreshed at one of the game’s checkpoints. When the designers removed the risk of permanent loss and the anxiety it creatures, players were able to think tactically about the use of their consumables confident in the knowledge that any mistakes were just a resupply away from being fixed.
My proposal is that while the party is in town they can refill the majority of their consumable items for a small per item fee. Just like with gear degradation, this encourages them to seek out crafters and do quests for the hope of discounts, while at the same time encouraging them to explore new realms in the hope of discovering higher level artisans.
The price for refills is set at: 5g for common, 25g for an uncommon, 125g for a rare, 625g for a very rare, 3125g for legendary. I encourage my own players to keep a “shopping list” in their inventory with prices tabulated so they can hand out a lump sum of gold and have their kit entirely refreshed.
Characters with a relevant skill and access to their tools can refill a number of items equal to their proficiency bonus during a four hour work period. With access to a proper workshop, this rate doubles. ( At last, proficiency with brewers supplies, carpenters tools etc become useful)
I encourage you as a DM to check out this potion flasks system, which I’ve found adds a delicious factor of uncertainty back into the mix. Attached is also my super lightweight rules for tracking gear and supplies, which I absolutely refuse to shut up about.
Artist
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Posting more of my coms that I had done while on Twitter/Bsky ~
This gorgeous piece is by the wonderful Lina on bsky!
I decided I wanted to be more self-indulgent with my HL coms going forward, which means I am allowing myself to get more coms of the girls. My MC Aster is closest to Grace Pinch-Smedley and Nerida Roberts, to the point that the three are literally inseparable. Sebastian and Ominis don't even come close to touching these three in my mind. As much as the boys are lovely, girls are far more superior to teenage boys. So I shall give my MC the stable and happy relationships she deserves. And yes, Poppy and Natty are wonderful, I love them to pieces - but there's something far more alluring I find of Grace and Nerida, that Aster is utterly drawn to. Nerida and Aster are practically the same person in my mind, just different levels of ambition. Grace and Aster are a perfect blend of strengths that they bounce off each other beautifully. Plus, the DRAMA. Please, I gotta work off the in-game drama! It's so juicy and open ended, it's practically begging me to work with it and use it as my own.
I have so many HC's for both Nerida and Grace, it's not funny. I've fully built on their characters and kind of turned them into my own at this point. However, to me, they are the best magical besties Aster could ever ask for.
A huge thank you once again to Lina for the masterpiece! She quite literally knew exactly what I was asking for in terms of pose, and I am very grateful that she brought this piece to life.
#hogwarts legacy#hogwarts oc#hogwarts legacy mc#commissioned art#commission#aster button#Grace Pinch-Smedley#nerida roberts#HL MC#my current lockscreen#my coms#my writing
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🎃 Simblreen 2024 🎃
Violet & Poppy
With the announcement of the MySims Cozy bundle for Switch, I got the determination to do something I wanted to do for a while: make sims of some MySims' characters, especially MySims Kingdom, as it was my favorite game growing up. This is the last one, for this Halloween. I may do more of them, because I love the MySims franchise.
This time, it's the sisters Violet and Poppy, so close but with weirdly different aesthetics. I gave them careers in case you just want to have them as npc, but I think I'm going to give them a flower shop as a family business. Also, with the new pack coming out soon, we will get the Macabre trait, and I will change Violet's proper trait for this new one.
I gave them likes and dislikes, skills, sexualities, attraction, but no pronouns, as the French version of the game doesn't let you. You can change anything once you have them download. If you don't have one of the packs I used, just replaced what's missing with something else. I used a lot of packs this time, but it's probably one or two items per pack, so it's not that difficult to use something else.
All the cc used is included, even tho I know not every creator likes that, it's just easier for everyone. I try to have all the CCs of the same simmer in one folder, so they are still classed by creators. I use skin and eyes overlays, so I will not include these in the download, but the links are there if you want to try/have them.
🎃 Name: Violet Nightshade
🎃 Age: Young Adult
🎃 Job: Secret Agent (Level 3 - Agent Handler)
🎃 Aspiration: Crystal Crafter
🎃 Traits: Generous - Loves Outdoors - Proper
🎃 Name: Poppy Nightshade
🎃 Age: Young Adult
🎃 Job: Gardener (Level 5 - Petal-Placer)
🎃 Aspiration: Freelance Botanist
🎃 Traits: Loves Outdoors - Childish - Creative
🎃 Packs used: Discover University, High School Years, Seasons, Snowy Escape, Cottage Living, Cats & Dogs, Get Together, City Living, Eco Living, Parenthood, Magic Realms, Vampires, Spa Day, Nifty Knitting, Backyard, Movie Hangout, Bowling Night, Vintage Glamour, Urban Homage, Crystal Creations
🎃 Skin: ARE WE ELECTRIC by Pyxis (Infant version by Incandescentsims)
🎃 Eyes: Intuition by Simandy & size slider by Marsosims
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Fluttering Groves
If you travel across the nations of Cobrin’Seil, in the forests that are a bit remote, away from the highways, places that get dark and stay that way long, you might find one of the settlements known as Fluttering Groves. Stories of the groves that reach back to the cities talk of places lit by luminous glowing fungi, houses built under their caps, or treehouses with large canvases for shared art, all peopled by delicate, pale coloured, glowing moth people, known by their gentle name, the Wheref.
Sometimes these stories mention stalwart defenders or powerful crafters in these communities, who look like they are made of silk and shell, long and rangy, with customised faces they shape themselves through crafting, and maybe even share their names, the Khess. Even then, sometimes in the Fluttering Groves, they can talk of the ooze people, the _Ozu, _slimes and goos that despite their liquid appearance, have their own distinct identities and love to talk, play, and create theatre.
Of course, many modern wizards and researchers think that Fluttering Groves sound _so _fancifully twee they’re probably exaggerated stories of unique encounters of single creatures, made into a shared storybook style space by bards trying to make places sound more interesting.
The Groves’ people don’t really care what bards say about them. They’re happy going about their lives together. This article is an explanation of these three linked people, for a 4th edition D&D campaign setting. If you don’t play that system, there’s hopefully some transferable information you can use if the idea captures you.
For now? It’s three people, one childhood **as a pitch, and, honestly, trying to make something to impress my friend who’s an **_award winning writer _for her work on Caves of Qud.
Glossary Note: **_Conventionally, the term used in D&D for this mechanical package is race. This is the typical term, and in most conversations about this game system, the term you’re going to wind up using is race. For backwards compatibility and searchability, I am including this passage here. The term I use for this player option is **heritage._
The Ozu design presented here is mechanically identical to Fox’s Ozu from Square Fireballs and you should check out those feats. Her lore for the Ozu is a distinct, separate culture of weirdo outsiders that live and form unexplained. I think those Ozu make better transfers into other game worlds, but they aren’t for exploring the idea of a polyfurcated identity.
The Wheref
Shimmering gentle moth-folk who scatter magical dust.
## Wheref Heritage Traits **Average Height:** 116 – 127 cm (3’10” – 4’2”) **Average Weight:** 15 – 27 kg (35 – 60 lb.) **Ability Scores:** +2 Dexterity, +2 Strength or Charisma **Size:** Small **Speed:** 4 squares. Fly 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load. **Vision:** Darkvision **Languages:** Common, Deep Speech. **Aberrant Existence: **Your “biology” lies outside the realm of nature. You have the aberrant origin and the beast subtype. **Momentum Flier:** Your flying is very flexible and fast, but it takes time to get up to speed. Whenever you are knocked prone, you are slowed until the end of your next turn. **Magical Secrets: **You can master and perform rituals of half your level, rounded down (minimum 1), with a key skill of Nature, as if you had the feat Ritual Caster. **Shimmering Dust:** You have the _Shimmering Dust _heritage power.
Shimmering DustWheref Heritage UtilityYou flutter your wings and send a scattering swirl of wing-dust around you, which gives you momentary health and obscures you from sight.EncounterMinor Action ✦ **Personal** **Effect:** You gain partial concealment until the end of your next turn, and you gain 5 temporary hit points. _Level 11: _10 temporary hit points. _Level 21:_ 15 temporary hit points.
The Wheref are humanoid moth-creatures, with four arms, legs, and wings, large expressive eyes, and antennae. They are capable of flight and tend to come from isolated cultural spaces, exploring the world beyond their boundaries, seeking some inscrutable want or new places to be. With a deep understanding of natural processes and ways to encourage growth and animal behaviour, the Wheref can be seen as mysterious ambassadors for exotic, ancient forests.
Play a Wheref if you want…
To play a charming, cute, flying monster-person who stands out in all cultures they enters.
To be constantly discovering new people in new places, thanks to your isolated cultural background.
To express a mystical, mysterious connection to nature that treats basic assumptions about cultures
Physical Qualities
The Wheref are humanoid moth-creatures. They are usually white, blue, or pale grey, but they have a variety of colours and patterns on their bodies and wings. Commonly, Wheref are fluffy, with much of their mass coming from expansive fluff around their forearms, feet, and neck. They have four arms, two predominant upper grasping arms, but they also have a smaller set of other arms tucked up against their body, which are usually weaker and lack strong grasping or wielding ability, but are used in sign languages, musical or artistic expression. Some Wheref train these arms and show surprising strength in combat, using pairs of arms as a single arm. Wheref bodies are surprisingly tough given their lightness and delicacy, and they have both bones and a resilient carapace that supports their body.
Wheref wings can fold up and withdraw against the body, almost disappearing against their back, based on the amount of fluid they maintain in their wings. They often take this to sleep in conventional places. Also, Wheref wings stiffen when surprised, because they have an impulse to fly off, which can sometimes make their emotions more obvious than they want, and tends towards the Wheref being regarded as unsubtle and open with their feelings. This can often be conflated with their understanding of natural magic, meaning people regard Wheref as fundamentally magical and attuned to feelings and nature.
Playing a Wheref
If you’re a Wheref, chances are strong you grew up in a grove where your needs for food were met by natural ritual magic, and needs for community were met with a varied group of people who mostly spend their time within that same grove. It’s a lifestyle some people consider idyllic, and you probably have a childhood experience that was mostly playful. Very likely, though, you found something missing from your community, whether excitement or education or a medical need, and you went out to explore the world in search of it.
You’re probably seen as naive and innocent, and are used to being treated as a bit childish by strangers, at least those who don’t react to a giant bug like they need a newspaper. This is also probably a bit silly, because you’re part of nature, and you are fully aware of the violence that nature can and does do.
Wherefs are perceived as…whimsical, charming, ethereal, unreal, naive, inherently magical.
**Example Names: **Bwiff, Flewt, Heiff, Thrum. Wheref names tend to be breathy and monosyllabic, but they don’t have to be.
The Ozu
Curious ooze folk whose biology defies explanation.
## Ozu Heritage Traits **Average Height:** 100 – 190cm (3’3” – 6’2”) **Average Weight:** 35 – 150kg (77 – 330lb.) **Ability Scores:** +2 Constitution, +2 Dexterity or Wisdom **Size:** Medium **Speed:** 5 squares **Vision:** Darkvision **Languages:** Common, Deep Speech. **Aberrant Existence:** Your “biology” lies outside the realm of nature. You have the aberrant origin and the ooze subtype. **Mutable Form: **Your physical form is, at best, a temporary confluence of matter. You suffer no penalty when squeezing, and you are considered both small and medium (whichever is most advantageous to you) at all times. **Rubbery Rebound: **You always take the minimum possible damage when falling. **Unnatural Resilience: **Your system is impenetrable to that which troubles ordinary creatures. You are immune to poisons and diseases inflicted by, or derived from, natural sources. Also, you can gain sustenance from any organic matter you can physically consume, whether or not it would normally be considered food. **Heritage Power:** You have the _damp impact_ heritage power.
Damp ImpactOzu Heritage PowerThe force of a terrible blow dissipates easily through your resilient rubbery form.**Encounter****Free Action **✦ **Personal** **Trigger: **You take damage**Effect:** Each die value included in the triggering damage is treated as result of 1. (This is true for all targets taking damage from the roll.)
Of all the sentient creatures yet known, few are as bizarre or ill-explained as the ozu. Spawned from an unknown source, their biology defies rational explanation as much as the mindless oozes they resemble. Their existence somehow both a disturbing accident and a granted wish, these solitary aberrations feel compelled to seek out company and exist, against all odds, as people.
Play an ozu if you want…
your physical form to be an ongoing negotiation.
to enjoy resilience that’s downright unnatural.
to be stared at by absolutely everyone.
Physical Qualities
Broadly speaking, an ozu is a mostly human-shaped creature that appears to be made entirely from some manner of slime. They lack any form of skeleton or internal organs, though most do have at least a suggestion of a face, and their bodies are highly mutable—able to squeeze and stretch with ease, extrude extra appendages at will, and “remodel” themselves around what might otherwise be permanent injuries. Beyond this, little is reliable; colour, texture, detail, opacity and even viscosity can all vary greatly between individuals. Some look like crude dough caricatures, some like perfect sculptures rendered in sparkling jelly, some like liquid rubber animated into the barest abstraction of a person.
Ozu do not age like natural creatures, and may have no inherent lifespan. Indeed, since they seem to lack reproductive biology, it seems that each one is a unique accident, gaining self-awareness only by circumstance. However, they do experience gradual long-term mutation of their physical form, slowly growing to resemble creatures around them, people they admire, or aesthetics they find appealing. Unlike their more temporary deformations, this happens slowly and without conscious effort, though it seems directly tied to the ozu’s desires and self-image; it can be said that an ozu’s physical form is a constant, subconscious conversation with their surroundings.
Most ozu continue to mutate for as long as they remain alive, though they often “rest” in a certain appearance for an extended amount of time. If they become truly content with their current state, they seem to find an equilibrium that prevents further mutation—at least until they change their mind.
Playing an Ozu
If you’re an Ozu, you consider yourself tough in a way that most people don’t even consider. You’re well-suited to exploring deep caverns and tight caves, and it’s very rare for you to ever consider yourself ‘stuck’ – even long periods in places you can’t easily escape are things you probably feel you can address with _enough _time exploring even the tiniest crooks and crevices.
Since you rarely feel properly trapped, and you tend to be patient, you’re probably considered very reckless in a lighthearted way. You probably have something that concerns you, but it’s more in the vein of social isolation or anxiety, rather than a material danger. It’s not uncommon for Ozu to become very attached to friends, and it may be for reasons of excitement or comfort. More than one great adventurer has considered an Ozu a rival only to realise the Ozu regularly returning to fight them was in the Ozu’s mind, a kind of friendship they enjoyed because it was exciting.
_**Ozu are perceived as… **_unnatural, resilient, incomprehensible, fearless, naive, loyal, curious, unsettling, easily distracted, friendly.
**Names: **Apple, Bolp, Dwill, Ump. P, D, and B are very common sounds for the Ozu to use in names, and K and S are less common.
The Khess
Sinuous, ghostly folk with chitinous, clawed bodies.
## Khess Heritage Traits **Average Height:** 187 – 223cm (6’2” – 7’4”) **Average Weight:** 108 – 136kg (240 – 300 lb.) **Ability Scores:** +2 Strength, +2 Constitution or Intelligence **Size:** Medium **Speed:** 7 squares **Vision:** Darkvision **Languages:** Common, Deep Speech. **Living Dead: **You are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you. **Flexible Form: **The core of your body moves around, making it easy to protect it in motion. You get a +2 bonus to defenses against attacks of opportunity. **Restitched Shell: **You have one fewer healing surge than normal. You recover a healing surge after every short rest. **Necrotic Resistance: **You have necrotic resistance equal to 5 + one-half your level. **Unthread:** You have the _Unthread _heritage power.
UnthreadKhess Heritage UtilityYou are a composition of shells, soul, and silk tangling together to hold its form. You can spill yourself out and temporarily restructure your body into a convenient form that’s hard to attack and can move like a ghost.Encounter, PolymorphMinor Action ✦ **Personal****Effect:** You assume the form of ghostly ribbon until the start of your next turn. While in this form, you are insubstantial, can enter enemies’ squares without provoking opportunity attacks, and can squeeze through any opening large enough to permit a single thread.
The Khess appear to be humanoids made of connected pieces of something like bark or insect carapace, held together at the joints with threads and soft tissues. Usually dull grey, with glowing orange eyes and sometimes considered expressionless, the Khess consider themselves the vigilant guardians of the Fluttering Groves.
Play a Khess if you want…
To be large and menacing but very mobile.
To play with themes of being a haunting ghost.
To reconstruct yourself in response to new needs.
Physical Qualities
A term non-Khess often use to describe the Khess is marionette. Khess are composed of chitinous panels and shapes, held together with a soft silken form at all joints and edges, arranged in a (usually) humanoid shape, with two arms, two legs, and a head. Of course, this arrangement is non-permanent, and a Khess who concentrates or needs to can restructure their body to reach higher, or carry things more conveniently, or be more comfortable to fit in a particular space.
Most Khess are a dull grey or green, but colours like brown and purple are not uncommon. The silk that makes them up tends towards being grey or white, but it can also be a shiny, glistening black, or even sparkly eggshell colours. The Khess face usually has two eyes and a mouth, but that’s not fixed or given, and they may even restructure themselves so a different piece of their body becomes a face with a different structure depending on their mood or if they are recovering from damage.
A Khess is very much like a ghost that holds a body to it; it is not uncommon that Khess can reach out and touch things without using their hands or limbs, and the limb then trails behind that contact. A sight that unnerves many is when a Khess pulls something off a bench and then the hand comes up to grab the object held in mid-air.
Playing a Khess
If you are a Khess, you know that the world is a dangerous place, and that you are uniquely positioned to keep people safe within that. Khess are commonly seen as monsters guarding pagan or ancient sites, sometimes mistaken for tree spirits or some other mysterious things. You can solve problems, but the solution may be unnerving or difficult to engage with.
You _know _you can be fearsome; aside from Wheref and Ozu, most people find Khess threatening and don’t understand the ways the Khess can express care and kindness. That means that you may spend much of your time trying to talk to people and ensure they understand what it is you understand. This can be challenging with all the screaming people can do when you show what you are.
Khess are perceived as… monstrous, terrifying, ethereal, flexible, unrelatable.
**Example Names: **Khauv, Thaugh, Vhaun, Whausz. Khess names rarely repeat a consonant sound, and they do not commonly use F or R, and commonly extend sibilants when speaking Common.
The Trifurcate Identity
All heritages across Cobrin’Seil have traits that make them meaningfully and materially different from one another. Even the Orcs and Humans, cousins of blood, represent a range of different physical presentations and abilities. Elves have their intense tangle with natural magic, Eladrin their immaterial bodies and relationship to the Feywild, and so on. A heritage is not people of a physical location, but people who have been subjected to a large, culture-wide, uniquely isolating experience. It can be things like a demonic manipulation like the Tieflings, or elemental transformation like Kyranou’s Genasi, or the culture-wide downsizing of the Halflings. It can also be people of a materially different biology, like the Gnolls, Tjosen, and Dragonborn, who cannot nonmagically reproduce with others outside of their group.
The point is, that there is a _reason _a heritage is a heritage, and heritages can have wildly, materially different experiences of reality to others. For these three heritages, the Wheref, the Khess, and the Ozu, the experience they all share is that they are all, strictly speaking, the same people. Specifically, every Ozu, every Khess, and every Wheref is one of a set of each, and each of those were, at some point, the same person.
The lifespan of these creatures starts as a small black-and-yellow grub about the size of a goblin, though much heavier. These grubs are aware and have a language, but their ability to form and maintain memories is a little challenging. They can be seen in all communities of the Wheref, Khess and Ozu, and mostly do nothing but play with one another, eat, and sleep. At some point in the grub’s life, the grb finds a safe place to shelter, pulls detritus around it, then forms a hard shell around it out of fluids. In this shell, the grub breaks down into liquid, and reforms. After months of waiting, the chrysalis breaks apart, and a Wheref emerges, covered in fluid. That fluid coagulates and dries off the Wheref, forming into an Ozu, and the chrysalis itself forms and structures itself into a body, which is the Khess.
The three are all individuals, and they all share the memories of being the grub. Not only do they share memories of being that grub, and have individual reflections on those experiences. Most remarkable is that they can recognise other members of these heritages who were also grubs, meaning that childhood friends transform into small groupings.
Another detail is that it’s very rare (though not impossible) for any given grub to turn into a Wheref-Ozu-Khess grouping that share a single gender. Reproduction involves at least one of each heritage, from different grubs, but also, these reproduction processes fit multiple configurations. Sometimes the Khess bears eggs and carries them inside their body, sometimes the Wheref lays eggs on a high place leaf, and sometimes the Ozu forms a thick paste that forms into eggs over time. The majority of Ozu, Khess and Wheref do not reproduce at all, meaning that in any given community, the community is largely made up of cousins across multiple clutches of dozens of eggs at a time, and there seems to be a preference to find members of other enclaves to reproduce with.
This trifurcate experience creates strange experiences. After all, every Khess, Ozu, or Wheref shares not a childhood growing up with one another but growing up _as the same person _as them.
Conclusion
Art of these creatures would be great, but I can’t easily provide what I want in the time frame I have. If you want visuals for what these people are like, google ‘cute moth person,’ ‘cute slime person’ and ‘sexy creaking minecraft.’
Check it out on PRESS.exe to see it with images and links!
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Tombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase “You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you look at that.” And he smirked.
Image made using Heroforge.
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How common are enchantments? Are they something anyone can do with enough time practice and study? How are levels of enchantments determined? Are they in wide demand? How common is it for a person to own an enchanted item? I remember Gem’s sword being referred to as, like, decked out with enchantments, but what gives it away? Is it visible? Is it just an energy? A vibe?
Cause I remember Xornoth was the one who enchanted the boots Scott is wearing now and I’m curious on the level/complexity of those enchantments and if (in the “they are rare that most people don’t have enchanted stuff” line of thought))Martyn will recognize them as enchanted and maybe ask about them which may or may not lead to Scott’s reveal he’s the illegitimate son of the mer queen(in a round about way). Suddenly them freaking out and Martyn saying something like “I just treated fish royalty for the sniffles”(jokingly).
I do wonder if we’ll ever get to see Xornoth or Scott’s parents again. See what they’ll do when they finally, finally, find Scott, but with a collar around his neck. Do the mer know about the slavery going on on the old continent? How much do they know? What feelings will they feel when they see a collar around Scott’s neck, no long hair to hide it?
I apologize if some words don’t make sense. My brain is a tad sleepy
Enchantments are relatively common, but if you're human you need to have the 'enchanter' skill to be able to carve them! That's why Zedaph is so sought after, because not only is he a very skilled blacksmith and weapons crafter, he's also got a high level enchanter skill, so his enchants are also very solid!
The boots Scott is wearing have a relatively common enchantment on them, people down by the coast will often get enchantments for quick drying shoes or clothes onto their stuff...it might be done slightly differently, but it's nothing Martyn would immediately recognize as being from fish royalty XD Xornoth is specifically researching ways to combine the usage of enchantments with magical strength, especially the mer's powerful water magic! Hope that explains it!
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Eeveelution Legacy Challenge
This legacy challenge is a combination of by my long time love for Pokémon, and my newer love for The Sims 4. Inspired by other challenges like Not So Berry and Magical Bloodline, every generation has color suggestions and specific goals. I also wanted to add more occult gameplay, let me know if you'd like an occult-free version.
As a bonus challenge, the 10th generation is all about creativity with plenty of free reign!
I really loved putting this whole thing together, and hope you enjoy playing it just as much <3
Rules:
-There are optional color suggestions as a starting point for creating your own "Simveelutions™". -Limit cheats/debug for resetting objects, making a starter home, etc., not for collections or occult items like Moonpetal and Mermadic Kelp -Decide how to pick your heir (firstborn, patriarch/matriarch, etc.). If the heir dies, any siblings you moved out must be good friends with the parent before moving back in. -Normal lifespan recommended. -Randomize infant traits. -Child and teen aspirations are optional to finish. -Complete each adult aspiration listed. -Max out career in either branch unless a specific one is listed. -Complete at least 3 collections before the 10th generation dies. -Live in 5+ worlds across all generations. -Feel free to swap out anything for packs you don't have, just pick something similar and make the challenges match.
Have fun!
Generation 1 - Eevee, brown & cream
Aspiration: Renaissance Sim Career: Barista, Criminal, Education Traits: Noncommittal, Goofball, Adventurous
Everyone is always asking "What are you going to be when you grow up?". You just want to have fun and try all sorts of things before you even think of settling down. You love helping others unlock their potential and learn how to live life to the fullest.
-Move with each new job -Max writing, research and debate, and comedy skills -Never get engaged/married -Move to Sulani before your heir is a child -Have the "Jokesters" family dynamic
Generation 2 - Vaporeon, light & dark Blue Aspiration: Painter Extraordinaire Career: Conservationist -> Marine Biologist branch Traits: Child of the ocean, Gloomy, Neat
As a child, things were always a little unstable before your parent settled in Sulani. You love spending time on the beach, but it breaks your heart how your fellow sims trash the area. You've devoted your life to cleaning up the waters, and reminding everyone of how beautiful the ocean is.
-Live in Sulani your whole life -Max painting & fitness skills -Gift 5 beach paintings (from reference) -Clean up Sulani -Become a mermaid as an adult or elder
Generation 3 - Jolteon, yellow & white Aspiration: World Famous Celebrity to Beach Life Career: Athlete to VStreamer Traits: Active, Erratic, Ambitious
Your parent was well known for returning Sulani to glory. You have a hunger to be famous too but struggle to stick to one path. Your unpredictable nature combined with determination makes it hard to stay focused, which could impact your career and relationships.
-Reach any fame level, fight paparazzi, and quit the spotlight -Change career to VStreamer and start beach life aspiration -Max videogaming & entrepreneur skills -Break up/divorce heir's parent
Generation 4 - Flareon, orange & yellow Aspiration: Successful Lineage Career: Culinary Arts Traits: Hotheaded, Family-orientated, Socially Awkward
Being the child of an ex-famous parent, it was difficult to talk to other kids growing up. It didn't help that you inherited their temper. You do your best to channel that frustration into cooking. You want to be present for your family and make friends sharing your culinary talent.
-Obtain "Spice Hound" trait -Max parenting & cooking skills -Have a party for each child's birthdays (goals are optional) -Have a gourmet kitchen with at least 5 appliances
Generation 5 - Espeon, purple & red Aspiration: Crystal Crafter Career- Writer Traits: Loyal, Perfectionist, Lazy
You were completely pampered growing up, and while you may enjoy the finer things like crystals and jewelry, you have never been spoiled. You were encouraged to spend your time however you like, and now you make all kinds of discoveries. Whether it's family, career, hobbies, or self-care, everything is perfectly balanced for you.
-Make friends with 1 of every occult type -Make the entire "Mystical" set of jewelry -Max wellness & gemology -Take time to meditate or relax in the hot springs every now and then -Become a spellcaster and complete any school of magic
Generation 6 - Umbreon, black & yellow Aspiration: Outdoor Enthusiast Career: Fisherman to player's choice Traits: Good, Loner, Slob
You have a very close family, but sometimes you just need some space. You love spending time traveling alone, looking to expand on your family's collections. One day you travel too far and find yourself trespassing on an old werewolf/vampire's land. As a result, they cursed you, and now you're trying to find a cure to save your children from the same fate.
-Transform to chosen occult as a teen or young adult -Start a garden by harvesting cure ingredients (no debug/cheats) -Cure affliction before starting a family -Max fishing & herbalism -Camp outside in Granite Falls every week
Generation 7 - Leafeon, green & brown Aspiration: Freelance Botanist Career: Gardener -> Floral Designer branch Traits: Loves Outdoors, Creative, Art Lover
You always loved playing in the garden and admiring the unique plants your parent discovered when they were young. You're eager to find more and use your creative streak to combine them into works of art, while studying the emotions these pieces can bring out in others.
-Have a full garden with every flower -Only use fresh flowers -Open a floral shop -Max flower arranging & gardening -Gift OR be given a death flower bouquet after heir is a child or older
Generation 8 - Glaceon, teal & light blue Aspiration: Seeker of Secrets Career: Secret Agent Traits: Romantic, Genius, Self-Assured
Your parent was just as vibrant as the colorful bouquets they made, standing out against a backdrop of sparkling snow. Unfortunately, your parent became the target of a malicious customer. Now you've decided to use your charm to fight back...or take over.
-Attend every festival at least once -Witness another sim's death -Max charisma & logic skills -Have any death except old age -Have 1 child that you never become good friends with
Generation 9 - Sylveon, pink & white Aspiration: Soulmate Career: Entertainer Traits: Music Lover, Lovebug, Self-Absorbed
Your parent never had much time to interact with you. Between your good looks and natural talent, you found the affection you craved from the public, obtaining fame without even trying. The only thing that would make your life perfect is having someone to share the spotlight with
-Write 10 songs -Perform at 5 different venues -Marry a sim with amazing compatibility -Win an award -Max singing & 1 instrument of choice skills -Regularly gift baked goods
Generation 10 - Player's choice Pick a Pokémon type eeveelution that doesn't exist yet and create the color palette & personality.
Your parent has become a household name across all of Sim Nation. With loving parents and plenty of influence (and money), you are free to take any path you choose.
-Max at least 2 skills -Finish any remaining challenge rules -Max career and complete 2 aspirations
Love ya<3 Kat
@ts4challengehub @ts4challengecollection @sims4challenges
#the sims 4#legacy challenge#sims 4 legacy#sims 4#sims community#sims 4 gameplay#kaffeinated365#sims 4 challenge#eeveelutionslegacy#pokemon#eevee#eeveelution
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Magic Crafters Levels: Blowhard
Link to Imgur album with all Blowhard pictures
Source | FAQ | Spyro Pics Masterpost
#blowhard#magic crafters#magic crafters levels#background#spyro#screenshot#spyro 1#spyro the dragon#spyro reignited#spyro reignited trilogy
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Average AD&D spell
Climb Waterfall, Lesser:
[A body of text containing game mechanics mixed in with what's probably flavor text] This spell lets you climb 15ft tall waterfalls and nothing else.
Your character has three spells.
Average D&D 5e spell
Solve Problem:
A level 1 spell with unclear rulings. Jeremy Crawford claims it can do anything other than deal damage, unless the problem you solve would in turn deal damage to a creature, at the DM's discretion.
Average PF2e spell
Nudge Odds:
[15 traits, 2 of which have inherent effects, Uncommon]
This spell lets you influence the outcome of a coin flip as a reaction. You cannot use this to earn money or gamble. Using this to influence a magical coin flip requires a Counteract check.
Average FATAL spell
Penis Fart:
[A racist and misogynistic rant¹ followed by seventeen layers of game mechanics.]
The effects of this spell depend on the target's penis hole circumference.
¹ backed up with a source from 3000bc
Average D&D 6e spell
Solve Problem:
This spell requires a Hasbro+ Premium Gold (7.99 per week) subscription to view. It's somehow worse and more unclear than 5e's version.
Average Mausritter spell
Freeze: The spell freezes water
Recharge: Spend three days in an ice box
Average D&D3.5e spell:
Beard of Bees:
Like *beard of flies* except the enrichment bonus is +4 and a creature who rolls 3 below your Grasp AC is subjected to 2 Intrepid damage. You constantly emit loud buzzing, giving you a -5 noise penalty to stay-quiet checks.
Your friend combined this spell with the Bee Lord prestige class, the Drake-Crafter Druid Archetype, the Subjective Spell Transmuting optional rule, the *convert chiton to scales* spell, and the *invoke draconic* spell to create an army of 1000 dragons at level 8.
Explaining this requires referencing 7 different books.
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[TWST EN] Third Anniversary will begin on 20th January!
A summary here ⬇️
1. Third Anniversary Login Bonus
- login 12 times during the period, to receive 240 Gems and other useful items.
- you can claim also Third Anniversary Tenfold Key Sets that can be used in the Third Anniversary Bonus Token Showcase.
2. Ceremonial Robes Grim (SR) card added
- Clear Chapter 2 of the event story + Earn 500 orange tuna cans (from any History, Flight, Alchemy lesson or Elective Special Lessons.)
3. Ceremonial Robes Grim gets extra EXP in lessons
4. The Home screen background will change for one day only to Ramshackle Dorm - Lounge (Third Anniversary).
5. Third Anniversary Stamp Missions: Round 1 (till 25th January)
6. Third Anniversary Bonus Token Showcase
7. Anniversary Magical Key Shop
8. Event SSR Magical Key Shop
9. Third Anniversary Dorm Uniform Showcases
10. New Feature: Event flashbacks, Memory shops, Favorite teams, Story bookmarks, Magical Key combining, Crewel/Trein/Vargas's Mystery Boxes, Buddy level boosting items, Spend multiple GP at a time in the Crafter's Gauntlet, Enhancing multiple spell levels at a time, Second floor added to the guest room
11. QOL: 3x speed battles & Room rank cap raised
Link of the news here
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Elrondriel Secret Santa Schedule Update!!
🎄✨ A Corner of Rivendell: Elrondriel Secret Santa Update! 🎁🌟
Hello, my wonderful Rivendell kin!🌿💖
It’s December 6th, and today’s the FINAL day to sign up for our Secret Santa! If you’ve been lurking in the shadows of Lothlórien, wondering if you should join, this is your nudge—step into the light and join us! You’ve got until the end of today to sign up, so grab your lembas bread and quills and let’s make this happen!!🍃✨
🗓️ Extended Timeline: Because We’re Fancy Like That!
To give everyone, especially our delightful latecomers, the time they need to craft gifts worthy of the halls of Rivendell, we’ve adjusted the timeline. Instead of rushing to finish by December, we’ll now unveil gifts on January 6th—a day fit for royalty! Here’s the updated schedule:
📜 Questionnaire Submission Deadline: Today, December 6th! If you’ve already signed up but haven’t given me your Discord tag yet, I need it ASAP! This helps me get assignments to you faster than Elrond crossing a library with a dramatic cloak flourish! 👉 Don’t have Discord? No problem! If you’re a Tumblr dweller or prefer another platform, just DM me there, and we’ll make it work!!🧝♀️✨
🎨 Assignment Distribution: December 7th-8th Your recipient’s name will arrive in your DMs like a summons from Lady Galadriel herself—except less foreboding and more festive!!🎁
🛍️ Gift Creation Period: December 8th - January 4th This is your time to shine! Channel your inner elven crafter and pour your heart into your gift. Whether it’s poetry as poetic as Elrond’s speeches or art that could rival a tapestry of Valinor, let your creativity flow like the Bruinen!
✉️ Submission Day: January 5th All gifts must be ready and sent to me by this date! Think of me as a courier from the Grey Havens, ensuring your masterpiece reaches its destination safely!!! You can send me the link via Discord or, if you’re using Tumblr or another platform, we’ll coordinate so your recipient gets their gift with all the fanfare of a Rivendell feast!
🎊 Reveal Day: January 6th, 2024! On this special day, we’ll gather (virtually) to unveil the gifts. Expect excitement, gratitude, and a few Elrond-level heartfelt speeches. Let’s start the new year with a little magic, a lot of creativity, and some extra love for this community!!!💖
So, get those sign-ups in by tonight, friends! Whether you’re writing, drawing, creating edits, moodboards, gif or else, this is your chance to be part of something special. Let’s make this Secret Santa as legendary as Galadriel’s power stare and as heartwarming as Elrond’s quiet wisdom!!✨
Yours in festive cheer, ~ Your Friendly Rivendell Host, Bucky🌿
#elrondriel#the rings of power#elrond peredhel#galadriel x elrond#trop#the rings of power season 2#elrond x galadriel#galadriel#rings of power#elrondriel secret santa#eladriel#elrond#elrondriel fic#lotr#the rings of power spoilers#rop#trop season 2
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Gilbert Baker's Pride Legacy: an LGBT Legacy Challenge
General Concept & General Rules
This Sims 4 challenge is based on Gilbert Baker’s original 8 stripe rainbow pride flag. Baker assigned each stripe a meaning connecting to the LGBT community. Each generation embodies one of these stripes and their meanings.
Every generation heir must complete their aspiration and reach the top level of their careers. Each heir must wear at least one item of their respective stripe colors at all times. Each heir can be any gender, including trans and nonbinary genders, unless specified otherwise. Each heir can be any sexuality, unless specified otherwise. The only rule: the main sim cannot be both cisgender and heterosexual/heteromantic. You are encouraged to hang the pride flag of your sim’s identity, whatever you decide it is.
For written rules, keep reading below. For rules in graphic form, see here.
Note: Diversity is a cornerstone of our community. Please be conscious of the sims you use to play this challenge- LGBT people can be all body types, all races, and all religions. Everyone deserves spaces in the community and in your gameplay.
The rules contain uses of the packs listed below. Each instance is noted by the acronym next to the name. I have provided base game alternatives to each one of these uses, noted next to each use!
Eco Lifestyle (EL)
City Living (CL)
Get To Work (GTW)
Island Living (IL)
Parenthood (PH)
Spa Day (SD)
Get Together (GT)
For Rent (FR)
Growing Together (GWT)
Outdoor Retreat (OR)
Home Chef Hustle (HCH)
Realm of Magic (RoM)
Snowy Escape (SE)
Paranormal Stuff (PS)
Nifty Knitting (NK)
Cats and Dogs (C&D)
Cottage Living (CoL)
Horse Ranch (HR)
High School Years (HSY)
Lovestruck (LS)
Crystal Creations (CC)
Gen 1: Pink (Sex)
You were raised by extremely uptight parents and were denied every aspect of pleasure as a child. Now, as a young adult, it’s time to explore! You’ve always enjoyed the finer things in life - that is, sex, food, and art. You might have a little bit of a hedonistic streak, but what’s wrong with that? So did Dorian Grey! Your goals in life are to have as much sex, eat as much good food, and see as much great art as possible.
Traits
Lovebug (LS) (alternative: romantic)
Art Lover
Foodie
Career
Romance Consultant (LS) (alternative: Culinary, either branch)
Aspiration
Serial Romantic
Goals
Woohoo with at least 10 different sims
Have a child out of wedlock
Max the photography skill, romance skill (LS) (alternative: charisma), and the cooking or mixology skill
Have three gold star dates at an art museum
Open a food stand (HCH)
Have 3 fully-satisfied partners at once (either with Lovestruck romance satisfaction or just by having full relationship bars)
Gen 2: Red (Life)
Your parent/s brought you up in a life of luxury - you always had the best food, the best clothes, and you spent lots of time at art museums. You want everyone else to be able to experience life’s same pleasures, so you turn to charity. You like to make everything with your own hands and give them away - it makes you happy to see your work out in the world, making others happy and living in community. That’s the meaning of life, isn’t it?
Note: this gen has two aspirations, which might feel overwhelming, but the Neighborhood Confidante one is only one level, and the goals overlap with this gen’s goals!
Traits
Generous (FR) (alternative: Good)
Maker (EL) (alternative: Creative)
Outgoing
Career
Politician (PS), Charity Organizer branch (Alternative: Freelancer, artist or crafter (EL)) (if freelancer, accept all gigs having to do with charitable giving)
Aspiration
Neighborhood Confidante
Master Maker (EL) (alternative: Nerd Brain)
Goals
Master the fabrication (EL), handiness, and comedy skills (alternative: painting)
Live with at least one non-romantic roommate your whole life, including after marriage
Max friendship with at least 10 sims
Give to charity at least once a week after you move out of your parents’ home
Gen 3: Orange (Healing)
Your parent/s loved to give away everything they had. While that’s an admirable choice, you’re a little different. You’re all about objects - you like to have as much as possible, in order to provide a good life for your future children. You fall in love young and immediately start a family, hoping to spend the rest of your life with them. Unfortunately, you get too wrapped up in your work and your spouse divorces you. You spend the rest of your life trying to help your children and heal yourself. You’re also a very caring person and want to help everyone you can, and you choose a career which allows you to do so. All you want is to see your kids succeed in life.
Traits
Materialistic
Ambitious
Family Oriented
Career
Doctor (GTW) (alternative: education, either branch, or athlete (bodybuilder))
Aspiration
Successful Lineage
Goals
Master the logic, parenting (GT), and wellness (SD) skills (alternatives: charisma, fitness)
Marry your high school sweetheart immediately after aging to young adult
Have at least 2 kids with your high school sweetheart
Get divorced as a young adult or adult
Have all of your children have the top-notch infant and top-notch toddler traits, and graduate with A’s in school
Gen 4: Yellow (Sunlight)
Your parent/s were always really set on you being successful, which was annoying. Not that you don’t want to be successful, it’s just that your definition of success is pretty different than theirs. You’ve always felt a little different, a little alien in your own body. When you’re a teenager you realize you’re trans, and begin taking steps to feel more at home with yourself. As an adult, you’re happier than you’ve ever been, and you’ve even found the love of your life and discovered your love of music - the only thing is, you’ve been so focused on your transition you forgot about… the career, making-money part of life. You don’t really care. You find a small house and live there with your partner and children, never working, just enjoying your happiness and creativity.
Sim Characteristics: must be transgender (binary or nonbinary). Can be any sexuality, including straight
Traits
Freegan (EL) (alternative: lazy)
Cheerful
Music Lover
Career
None, but odd jobs are allowed
Aspiration
Soulmate
Goals
Max the piano, guitar, and singing (CL) skills (alternative: violin skill)
Live in an apartment with at least one bedroom less than you have children (i.e. 2 bedroom w/ 3 kids)
Only ever date one sim, marry them and max both friendship and romance
Customize your gender settings as a teenager, can be any combination as long as not the same as at birth
Never have a job, even part-time
Live on an off-the-grid lot for at least one age category
Gen 5: Green (Nature)
Your parents were the perfect couple, and they never stopped talking about it. They were each other’s first and only loves, and they want the same kind of never-ending love for their children. The thing is, you’re not sure you’re into that sort of thing. The most important thing, to you, is Mother Earth. You’re dedicated to preserving nature just as it is - and you find a group of friends who have just the same goal. You live with them your whole life, and eventually you decide to adopt a child together. You’re excited to pass on your love for the environment to a new generation.
Traits
Green Fiend (EL) (alternative: Loves Outdoors)
Loyal
Insider (GtW) (alternative: outgoing)
Career
Conservationist (IL), Environmental Manager branch (alternative: register as independent gardener, or Civil Designer (EL))
Aspiration
Freelance Botanist
Goals
Never have a romantic partner, never woohoo, customize your sexual orientation settings to reflect your lack of interest in romance and woohoo
Live in a quasi-commune/community or rental lot (FR) commune with at least 4 other people
Live on a lot with the Reduce and Recycle trait, and transform your neighborhood eco footprint from neutral/industrial to green (EL)
Max the gardening, herbalism (OR), and fishing skills (alternative: gemology (CC) or charisma)
Adopt a dog or a cat (C&D), a horse (HR), a cow, a llama, and at least one wild rabbit (CoL) (alternative: get some frogs & fish)
Make your heir have the bad manners character trait (PH) (alternative: unhappy infant trait)
Gen 6: Turquoise (Magic)
Your group of caregivers taught you to value and care for nature. So you took it to the next level and connected with nature so much that you became a spellcaster. You use your magic to help others, mostly - and summon a few animal friends. Your unusual communal upbringing gave you a few interesting traits- you’re fine eating out of the garbage, and you’re always up for an adventure, no matter how reckless. But you’re fun-loving and magical, and what more could anyone ask for?
Traits
Adventurous (SE) (alternative: goofball)
Loves Outdoors
Glutton
Career
Secret Agent
Aspiration
Spellcraft & Sorcery (RoM) (alternative: Chief of Mischief)
Goals
Max the mischief and rock climbing (SE) skills (alternative: fitness)
Achieve rank 6 spellcaster (RoM), have either a Leafbat or Glowfrog familiar (RoM) (alternative: finish the MySims trophy collection)
Have only one child, make the child have the low self-esteem trait (GWT) (alternative: unhappy infant trait)
Have a partner in crime as a child or teen, pull three successful pranks at school
Gen 7: Blue (Harmony)
Your parent was fun-loving and literally magical- they could summon animals at will and clean the floors with a flick of the wrist. Unfortunately, that kind of lifestyle didn’t bode well for a stable upbringing. You’re going to do everything you can to be the parent you never had- you’re determined to have a large, loving family, living in harmony with the world and each other. You want the most typical, average, perfect suburban life possible. But you have some… erratic traits you inherited from your parent. Plus, society’s idea of a “perfect normal family” doesn’t include a nonbinary, bisexual parent. These things seem like obstacles to your dreams- but eventually you realize it’s not you that’s wrong, it’s just that society’s picture of perfect harmony needs to change to include you.
Sim Characteristics: this sim must like multiple genders and be nonbinary/genderqueer
Traits
Erratic
Perfectionist
Romantically Reserved (LS) (alternative: Family Oriented)
Career
Salaryperson (SE), either branch (alternative: business, either branch)
Aspiration
Big Happy Family
Goals
Have 4 kids
Take your family on vacation at least once in adult life (to any vacation world, or alternatively, to a park every day for a week)
Max the parenting (PH), baking (GtW), and knitting (NK) skills (alternatives: charisma, handiness, cooking)
Have a max relationship with a high school sweetheart, but break up and marry someone else
Live in a typical blue suburban house in Brindleton Bay (C&D), Copperdale (HSY), Willow Creek, or Newcrest
Have two cats or two dogs (C&D) (alternative: have another child)
Gen 8: Violet (Spirit)
You had the perfect suburban life. Your childhood home was filled with laughter and love and many, many siblings. Your parent had a steady job and was the kindest, most loving parent in the world. But you still feel like there’s something missing. As a child you hate being around people and instead find solace in fictional worlds. Finally, you realize you’re missing some excitement, a spark, and a deep community. You decide to reconnect with your ancestors - both your actual family ancestors, and your queer ancestors of the past. They guide you throughout your life and lead you to your happiness, helping you gain confidence, love, and spirit - and help you realize you’re not alone in this world.
Sim Characteristics: if you’re a part of the LGBT community, I encourage you to make this sim reflect your own identity, if possible! If you’re not, I encourage you to make this sim an identity you haven’t encountered thus far in this challenge- go through the flags and see which ones you haven’t used!
Traits
Loner
Self-assured
Bookworm
Career
Freelance Paranormal Investigator (PS) (alternative: freelance writer)
Aspiration
Extreme Sports Enthusiast (SE) (alternative: bodybuilder)
Goals
Max the medium (PS), writing, and skiing (SE) skills (alternatives: comedy, fitness)
Live on a haunted house (PS) lot for at least one stage of life (alternative: live on a lot with the spooky trait, meet 10 non-family ghosts)
Befriend every past heir in their ghost forms
Befriend 3 non-family ghosts
Don’t gain the self-assured trait until aging to young adulthood
#sims 4#sims 4 challenge#sims 4 legacy#sims 4 legacy challenge#sims 4 generations#sims 4 generations challenge#sims 4 story#sims 4 gameplay#sims 4 lgbt#lgbtqia#lgbt pride#lgbtq#lgbt#ts4 lgbt#lgbt sims#basegame legacy#sims 4 creator#gilbert baker pride legacy#gilbert baker flag
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