Post by Jabberwocky on Sept 3, 2015 17:27:34 GMT
coming soon
Before I begin: I want to point out that I do not approve of fortune telling. I was initially inspired by the old Italian card game that had eventually been revised and used for fortune telling. However, the generation rules and play style are inspired by the occult associations with the cards.
This will be SUPER complex. Just warning...
The Tarot game used is Tarocco Piemontese.
Because I cannot find ANY information on the "Pagat", I have crossed it out of the list.
Each role is a generation. The goal is to play out all 22 generations according to the rules associated with each.
The Angel
"I desire perfection in all I do. I strive to watch over my children and all future generations, guiding their steps and keeping them from harm to the best of my ability."
The Angel is something of an extra bonus and will be The Founder of course. Create them in CAS (or feel free to use an extra from another challenge of yours). HOWEVER: they will remain as an immortal overseer of the family, constantly intercepting events and assisting where they can. Like a fairy god mother/father if you will or a guardian angel. However, the TRUE challenge begins officially when their eldest moves out.
1. Must live on to see the final generation. Can only gain immortality through drinking the Elixir.
2. Must always have a spouse. If a spouse ages and dies, they must marry a new one.
3. Can never divorce a spouse, not even if they are cheated on.
4. Must be involved with each consecutive generation, but cannot live with them. So they need to stay close to all their family members, especially ones in the main legacy. They may teach, influence, and assist any family member of any generation.
5. Can never use cheat objects, hack objects, maxmotives, aspiration rewards, or career rewards. The ONLY exemption is the Elixir.
6. Must reach their LTW. Bonus if they achieve multiple LTWs.
+0.1 for every influence action on a relative
+1 for every friend they make of their relatives
+2 for every best friend they make of their relatives
+1 for every party they attend of their relatives
+2 for every birthday party they attend of their relatives
+3 for every wedding party they attend of their relatives
+1 for every pet they teach ALL tricks too. No one else may have taught that pet skills.
+10 every time a dead relative leaves The Angel money
+220 if the Angel has a different spouse for each generation
-5 if one of their children dies under their care
-10 if they become enemies with a relative
-5 for every fight they have with a relative
-15 for every divorce
-20 if they get caught cheating on their spouse/fiance (so called "cheating" between lovers does NOT count even though the game counts it as cheating) I say get caught cheating because if there's a story with the challenge, there could be interesting plot drama and stuff involved with cheating, and I do not want to discourage plot drama!
The Fool
"I am limitless. I am the epitome of potential. I dance freely in the sun, and never fear being burned!"
The Fool is the oldest of the Angel. They will not live on the Angel's lot. As the Angel is now an immortal wanderer, the Fool must remain in mortality and strive to live on their own.
The Fool must move out as soon as possible. They cannot have attended university or gotten a job as a teenager. They must purchase a lot fit for a legacy. This is where the Legacy truly begins.
1. You can never control this Sim EXCEPT to get a job. You MUST choose the very first job that appears in the Newspaper.
2. You may only control this Sim three times per day. That means only THREE actions are available to you per day. You can use an action to call a Sim, flirt, WooHoo, etc.
3. You may, of course, control all your other Sims that marry or are born to The Fool. However, you may not move in another Sim, summon a Sim, or create a Sim with tombstones/hack objects to help around and keep the Fool alive. You may not use cheats/hacks/etc to manipulate NPCs around you. The Fool may not hire services, but their family members can.
4. Going to a community lot does not count as one of the three actions. The Fool wants to explore and be active and free! However, you may not control them on Community Lots outside of your three allotted actions per day. If you stay at the community lot overnight and use your three actions there, then return home and it is still the previous day, you may NOT use three actions. You already used them on the Community lot, that still counts as your actions for that day.
5. If the Fool brings up the dialogue box that says they had a GOOD or GREAT week, you are given an extra THREE actions for ONLY that day.
6. You must play each and every chance card that comes your way, regardless if you know you will lose. If you lose your job, you may not go get a new one immediately unless you still have an action that day. You MUST pick the first job that comes up in the newspaper. You may not use a notice board, computer, hack/cheat objects, etc.
7. The Fool may only eat one kind of food and one kind of food only. I suggest something in Level 2 cooking skill so that he will get at least satisfied from it. It would be a good idea to make a lot of it and store it in his inventory.
8. The Fool must have a dog. And the Fool must keep that dog alive! The dog may only die of unavoidable circumstances. (starvation is not unavoidable)
+15 if the Fool started on a large lot (6x5) with 0 simoleans (will have to familyfund to do this)
+10 if the Fool lives long into elder stage (that is a commendable feat)
+2 for every child that grows up happy (despite the Fool's negligence)
+1 for every silly/spontaneous action made by the Fool (such as bubbles in fountain, playing in tub, etc). You must have camera evidence though.
+5 if you record how many of their specific food they eat
+1 for every best friend they make
+6 if the Fool grows up in Gold or Platinum for elder stage
+10 if the Fool dies at Gold or Platinum
+10 if the Fool achieves their LTW
+2 for every career top level the Fool achieves
-10 for every child/pet that dies under the Fool's care
-5 each time they are fired
-2 for every aspiration failure
-1 for every floor pee, pass out, trash can kick, painting ruin, gravestone/dollhouse smash, or toddler tease made by the Fool
The Magician
"My predecessor was limitless, but had no direction. I shall take that limitlessness for myself, and apply it to every aspect of my life!"
The Magician is the youngest of the Fool's children. Determined not to make a fool of themselves, they abandon all playfulness and pursue a serious life. This should make it especially challenging if the youngest IS a playful Sim. The Magician should be a knowledge Sim, but if you want it to be especially challenging, randomize their aspiration.
The Magician should start out in the house alone. If the parents are elders, have them move out. It's mean, sure, but live out their elder years in a nice cottage. And besides, the Magician has no room for silliness in their life!
1. The Magician should establish a library in the house, literally a room filled with books. Of course, comfy chairs and lamps are needed. Have as many skill building items in the house as he/she can afford. The more the better. Within limits of reason of course. Don't spend your last nickels and dimes on your fiftieth chess table.
2. The Magician must maximize all skills within their lifetime.
3. The Magician must reach the top of at least two of these career levels: Medicine, Science, Criminal, Business, Education, Intelligence, or Law.
4. If there are pets in the household, they must learn all commands, be at the top green of all behaviors, and have reached the top of their career by the time Magician becomes an elder.
5. The Magician is practical and must scope out a suitable mate. The suitable mate does not have to meet the Magician's Turn Ons. They just need to either be wealthy, level 4 or higher in their career, or have more than ten skill points.
6. The Magician embraces the Supernatural. The Magician must be best friends with one of each available supernatural your game offers. (eg: if you have OFB, AL, and NL, then you need to be best friends with a Servo, a Witch, and a Vampire.) The Magician cannot be a Supernatural themselves, and their best friend must be someone outside the family. It does not count if you are best friends and then marry a Supernatural, you will have to go find a second. It must be a Supernatural that remains outside the family at all times.
7. Using the limitless side of their desires, the Magician MUST have ten children, and any pets must have ten offspring as well.
+1 for each meeting with a wolf, alien, genie, bigfoot, witch, vampire, plantsim, ninja, ghost, etc.
+10 for each person the Magician saves from death
+20 if the Magician is saved from death
+1 for every child born (Plant Sim babies do not count)
+2 for every additional child born after the initial 10 (Plant Sim babies do not count)
+3 if the Magician's chosen spouse (given that they meet the requirements) has a three lightning bolt with the Magician
+1 for every skill maxed
+2 for every gold badge earned
+1 for every influence the Magician makes on someone
+1 for every child where the Magician teaches ALL toddler skills and study skill before teen
+1 for every child that gets into private school
+2 if the chosen spouse is a supernatural
-# for any skill points the Magician did not earn during the challenge (ie: if he had three points of logic left to gain by the time he dies, then subtract three points)
-2 every time the Magician does a silly activity (play in tub, bubbles in fountain, etc) Dancing Together and Slow Dance interactions do not count, but any other form of dancing DOES.
-15 if the Magician becomes a supernatural
BUT +10 if he is cured through traditional means (no cheats/custom objects/hacks)
-10 for every person the Magician loses to death
-1000 if the Magician dies (and the challenge is over anyway)
The Popess
"My parent dabbled in Supernatural things. I too wish to learn these mysteries."
The Popess is the second oldest daughter of the Magician. Your goal with her is to interact with the Supernatural as much as possible, and perhaps keep a few... shall we say... souvenirs.
1. The Popess shall redecorate the house as she can to have a more supernatural feel to it. Maybe theme one room with a gothic vampire design while another has a woodsy, werewolf allure. Etc. Be sure to put lots of trees on the lot to entice wolves. Keep any and all gravestones. Even move gravestones from other places to her lot (you can always move them back later).
2. The Popess must become best friends with one of each Supernatural at the very least, same as the Magician. More points are allotted for additional best friends. Do not become spouses with any of them.
3. The Popess must interact with the Matchmaker as often as possible, either to buy potions or get dates. She must also use the genie lamp, wishing well, and any other normally obtained object that involves supernatural things.
4. The Popess must become every Supernatural being possible at least once. Obviously for some she will have to be cured in order to become others. You may not use cheats/hacks/custom objects/etc. She must become these things through normal means. (obviously she cannot become a Servo. When she dies, have a relative bring her back as a zombie).
5. The Popess must have a child with at least one of every supernatural being out there. For zombies, ghosts, the Reaper, Bigfoot, etc that cannot be normally bred with, use the Tombstone of L and D so long as it does not harm your game. When the child is grown, they shall be turned in to the species same as their father ( you may use cheats/hacks for this one, but ONLY this one. You may NOT cure them through cheats and hacks).
6. The Popess will, of course, wish to become as close to the Supernatural as possible. Every time a townie walks by, roll a die to see if they die. 1-3 means yes, they die. 4-6 means no, they get to live. Kill the chosen townies in all of the different ways produced by Rodney's Death Creator. Or as a bonus, try to get the Popess to kill them herself. (ie: custom content [sword and machine gun]), invite them inside then lock them in a room to starve, have them repair the TV in a puddle of water, invite them to swim then remove the ladder, etc. Be creative.
7. She can only save her own children from the Grim Reaper. NPCs, friends, relatives, etc may not be saved by her from the Grim Reaper. If she is not pregnant at the time, she MUST become pregnant by the Grim Reaper.
8. The only career she is allowed to go into is Paranormal. Otherwise, she must make money through means such as painting, novel writing, gardening, or owning a business.
9. She must maximize all hidden skills acquired through book reading, and then try to max any other skills (like dancing for example)
+1 every time the Popess shares a secret with someone
+2 every time a person autonomously shares a secret with the Popess
+1 for the initial Supernatural baby of each Supernatural type (up to the number of Supernaturals available in your game)
+2 for each additional supernatural baby (this is not added in unison with the +1 of the first number of Supernatural babies)
+1 every time the Popess turns into a Supernatural
+2 for every person she turns
+0.5 for every Sim she kills
+1 for every Sim she kills without Rodney's Death Creator, hacks, cheats, or special objects
+0.5 every time she sees a ghost
+1 for every best friend (non relative or spouse) that is a Supernatural
+2 for every alien abduction of her or her children
+1 for every alien grandbaby she has as a result of abductions
+5 for every child she saves from the Grim Reaper
-2 for every Sim she turns that has a negative reaction to being turned by her
-1 for every time a maul or bite fails to turn her or someone she is trying to turn
-10 for every child that dies/is taken by the social worker
-5 for every enemy she makes that is a Supernatural
-3 if no one in the house is ever abducted
-5 for every aspiration failure from either her or her children
The Empress
"My mother showed a great love of many things. I too wish to love and be loved as she."
The Empress is the daughter of the Popess who comes first alphabetically (ie: if the oldest daughter is Brenda and the youngest is Abby, Abby is the heiress because A is first in the alphabet). Keep her as a Supernatural to make it more challenging. She will be a Romance or Popularity sim. Because of her big heart and desire for love and affection and nurturing, she will most definitely stretch herself very thin to bring in as many people as she can into her loving sphere.
1. Redecorate the house so that it reflects love, simplicity, and harmony. Pastel colors encouraged. Nice, elegant design encouraged. Of course, you could do lots of gaudy hearts and stuff too. But there must be a room that is pure white with nothing inside but a very nice rug. This is the Room of Inner Harmony where the Empress goes to if she every goes against her character.
The Empress will enter the Law Enforcement, Medicine, Education, or Military careers if you so choose to give her a career. With her abounding love, she wants to protect, save, and nurture. So she shall give her life in pursuit of that. If she stays at home, she may do so, but she cannot own a business.
2. She must achieve 50 1st dates, 20 Dream Dates, and WooHoo with 20 different Sims despite her aspiration or LTW.
3. She may have children of her own, but she must also adopt. She needs to adopt at least ten children. They must be toddlers (no babies, children, or teens). All children she raises must grow up well (so long as it's green, it's good) and they must never Aspiration Failure while under her roof.
4. The Empress will never fight, break up, tease, or irritate a Sim. If the action pops up, cancel it. If they do perform one of those actions, they must redeem themselves in the Room of Inner Harmony by dressing all in white and spending a total of 12 hours in there without leaving or taking care of needs. Now: the Empress is a protector, and thus shall fight off burglars and anyone who hurts one of her children.
5. She must have a garden, wether flowers, fruit, vegetables, or all three. She must tend this garden very well. If there is OFB, she must also have a flower crafting station. She will never sell the things from her garden/station. She will simply give them as gifts.
6. The Empress will not have pets, unless they were inherited from her predecessors. If so, she must take care of them of course, but her priority is her children and her lovers. It will be up to her children and lovers to train pets if that is what you wish.
7. Must go on a vacation once every two weeks (so keep track). If you do not have Bon Voyage, then send them on a community lot spree for three days without going home once. You may maxmotives ONLY if energy is in the red. Do not use the maxmotives if you have BV and are sending them on a vacation.
The Emperor
must have a beard
stick by tradition: your son shall rule after you, girls do not get jobs, you do not do housework, get job in politics, he must go to bed and wake up on a precise schedule that may ONLY alter if his job demands it, he will use any and all services no matter how superfluous, will decorate house to reflect a castle or manor, will be best friends with only rich/high skilled people, will marry a rich sim, must outfit all family members in very refined clothing, proceed with caution in all chance cards
The Pope
must teach all the children and pets everything, no one else, must read to a toddler/child at least once per day but must have read to each one before they are teen, get them into private school, disallow women jobs, must be best friends with 20 people outside family and have influenced them each 5 times, must erect a statue and altar and leave a crafted item or food at the altar once every day removing the items at the end of the week except food which is at the end of the day, must meditate one hour a day and then meditate consecutive five hours every saturday, may only eat/cook base game meals so no ep meals or downloaded meals, must get seven points in every skill and a gold badge in at least one crafting station, if AL must max all requirements for one of the three witches, must marry a female sim of one of these combinations: blonde hair blue eyes - red hair green eyes - brown hair brown eyes - black hair gray eyes, cannot marry supernaturals except aliens or witches, must see a ghost, must save at least 1 sim from death, must have twins
The Lovers
A pair of twins. One will have the most lovers possible. The other will find a mate and raise a family. They can live in separate houses and only one of their children will actually get to be the heir.
the free romance person: determined to have the most lovers and beat the other one in this game, they must have kids with each lover, roll die to get 4-6 to try for baby, if 4-6 move the female sim in and try for baby with her, move her out with the baby once the baby is born, don't let the different lovers meet. when they are three days to elder they may get married to young adult/adult and have babies. one of these might get to be the heir. either dice roll or hold a poll, they must decorate the house in reds and pinks, if they are left with the babies, they must raise them all greens and teach them all skills, lovers may not teach babies and toddler skills or be asked/controlled to do things, they may feed/change diapers/interact autonomously, if BV: the lovers should get lovers from each place, if freetime: lovers from each hobby place, if OFB: they must have three servo lovers each, if pets: they must have a pet trainer lover, they must have maid lovers, the female must have a baby by grim reaper and the male must have baby by alien abduction, must totally randomize what they do with chance cards
family romance: must get married and have three bolts, must perform romantic interactions at least 5 every day, must perform woohoo every day, roll die 1-3 woohoo 4-6 try for baby, have as many babies as possible, name them all something related to the concept of love, the heart, red, passion, fire, and purity, may never cheat, must raise all kids green with all tod skills and study skills and private school before teen, each teen must get a scholarship before young/adulthood, no alien abductions or supernaturals allowed, must go on a date twice a week and it must be a dream date, must woohoo in every available place (bed, car, photo booth, elevator, hot tub, etc), if they have cats or dogs they must have a male and female and they must breed, must ignore all chance cards, must decide their heir by poll or dice roll to compete with other twin's heir, must have a fireplace, must have a table for two in a private area,
The Chariot
reach top of as many careers as possible, have as many kids as possible with the smallest number being ten, pick fights with as many enemies as possible and get the most victories, max all skills, collect as many career rewards as possible but never use them just keep them in a show room, same with all aspiration rewards, though you may get them a second time and use those, you may not use the first set of aspiration rewards only the second set, you must collect all aspiration rewards first before getting the second set, all your tods must have maxed tod skills and gotten at least four skill points before child, all children must get into private school be taught to study have at least four skill points in four skills before teen, teens must have a job and a scholarship before young adult, all young adults must grad college with highest possible marks, if chance cards have options that screw over other people you must use them but only if you know you can advance otherwise ignore the chance card, get in a fight with at least one supernatural and avoid getting bit/turned/cursed/etc
Strength
there is no true long list of guidelines for this one. the object of Strength is to keep everything balanced and happy. if it means having only one child, so be it. if it means having a few kids at a time, so be it. if it means not getting a career and just having a traditional job, so be it. points will be allotted below, Strength may be a supernatural but may not actively seek to be, if a wolf chooses to bite or they just so happen to be plantsimmed, so be it. the only witch they may become is the neutral witch but you must roll a six on a die to accept the position, you must never enter conflict but never truly love anyone either only getting relationship high enough for trying for baby with the mate, you may have best friends but you may only talk/hang out if they call/invite you, you may only eat base game meals, you may not hire any services, you may not go on vacations but you may go on outings/dates, you must have a pet wether dog, cat, fish, etc
The Hermit
if you do not want to reduce the house you may move the hermit out. must reduce the house to nothing except an art easel/notebook/computer/craft station, bed, toilet, fridge, stove, and sink. there should be a lake out back if you have seasons, but no garden allowed. money at 0. if you have special objects of special meaning that you do not want lost then put them in the Hermit's inventory. make sure he is alone and his shack is in the far back of the lot, Hermit must marry first walk by of opposite gender, age the walk by up or down if need be, neither shall ever get careers or leave the lot, if the fridge runs out of food, they may use a phone [that they had to have bought] to call for delivery but no pizza delivery, they must sell all their creations unless they paint portraits of themselves for adding to the house the next generation builds, if you have OFB, bonus if mate is a servo the ultimate hermit!, hermit may only visit parks, hermit may interact with animals but no people aside from family, hermit must spend a span of 12 hours consecutively doing nothing but meditating, hermit may only woohoo with their spouse to try for baby and only on weekends, hermit may only do a romantic interaction with their spouse once per day and then a regular interaction twice a day, they may only interact with their kids to feed them or change diapers, but they may not even put babies or toddlers in cribs, same goes for spouse, cancel autonomous actions to do such, kids must raise themselves ultimately, with pets: ultimate hermit offspring bonus; do regular hermit for babies but with toddlers, keep them in a room with potty, pet bed, and pet food bowl, only interact to potty train them then leave them there to their own devices
The Wheel of Fortune
do everything with dice rolls, embrace the dice, the Wheel of Fortune may only do things based on your dice rolls, want them to eat? roll a die (1-3 is no, 4-6 is yes). do they want to buy a car? roll die. woohoo? roll die. flirt? roll die. there must be negative consequences for every negative die roll. if they roll no to eat, you must wait 8 sim hours to try and eat again. if you roll no to sleep, you must wait 8 hours to try again. of course, the sim may autonomously do as it pleases, but for you to command them, you MUST roll the die to determine. if you failed a die roll to command, and the sim tries to do autonomously what you had rolled for it, you must cancel their action for the next game hour. after an hour they may do it autonomously but you still cannot command them for another in game 7 hrs, if you are lucky enough to get a spouse xD then by all means have them help around and do what your sim cannot. your sim is not in control of their destiny and neither are you. this is true of who they marry as well. for every sim of opposite gender you see, roll the die. if it's no, you may never marry them. if it is yes, you must marry them. age them accordingly. goal is to keep them happy despite how out of control they are.
Justice
"Life was never quite fair with my parents. I am determined to bring justice and fairness to this world and my own family!"
Must get a job in Law Enforcement, Law, Military, Intelligence, Business, or Education. must adhere to strict schedule only accommodating for career changes, must assume traditional roles (ie, men never cook, but woman must cook even if she has a career she has to cook all the meals when she gets home), must influence every child once a day, must always keep skills balanced (ie, get all skills to the same level then level each up one at a time consecutively so that all levels get to ten around the same time), must fight all burglars streakers and mischievous kids (bubble fountains and newspaper thieves etc), never let the fridge go empty, always keep up on cleaning and repairs, no supernaturals at all, if a child gets turned or chooses a path they are disowned from the heir choosing, every child must be treated equally with the same living accommodations in each bedroom and roughly the same amount of attention given by the Justice,
The Hanged Man
must never work or enter a career, must not craft or skill beyond what is gained randomly or was gained in childhood, may not raise the children, must hire all services, must have twelve children minimum, must never do any chores, must never help with anything of any sort, must never have a visit from social bunny or therapist, must never pass out or lose bladder control, must never freeze or burn, may only be commanded to do things based on his wants and fears, may do any autonomous actions that do NOT involve helping of any sort (ie, sleeping, bathroom, but not clean up, feed baby, etc), must have at least five non related friends, must achieve LTW
Death
must have children with the Grim Reaper, though if male, their spouse must have children with the Grim Reaper, at least 7 by the Grim Reaper and 7 non-Grim Reaper for total of 14 minimum, must kill a non related sim at least once a week by a different death in rotation from top of rodney's death creator wheel and all the way around, may also kill sims by non tombstone ways (ie, invite to swim then remove ladder), must always wear black and decorate in black, may only eat meat dishes, vampires and zombies in the family are bonuses, everyone sleeps in coffins despite vamp or non vamp status, build up a graveyard in the yard, must have at least one ghost pet with the pets ep, if OFB must have coffin shop, if BV must kill a vacation sim, if Uni must kill a streaker or mascot, if Freetime must kill a hobby leader, if nightlife must woohoo with vampire, if seasons must freeze a sim to death
Temperance
all about subtle change, will not actively move to advance career level and will happily stay at lvl one if need be, only have one child unless twins of course, you may play temperance for the most part as you would play a very average perhaps dull game, think of this as a break from all the craziness of earlier generations, anything to add please do
The Devil
any sims that are your family you must imprison, if you do not have the mod for keeping kids from school without social worker coming then let them go to school but they may never go outside for any reason, same with any pets so yes dogs will pee in the house keep that in mind, you may roam freely but all doors are locked, all windows are removed, woohoo with 20 sims, go on 51 first dates, have as many kids as possible only releasing them when they are adults, do not hire services or they will probably 'report you to authorities', but if you have OFB you may make two servos of the opposite gender to the Devil and they will do all the chores as well as be lovers with the Devil they may go outside to recharge if need be, the Devil may be a supernatural but only by traditional means, the Devil may only eat meat or rotten food so be cautious of sickness, for extreme devilness only feed your children using one single plate of food that they all must share between them and only three single plates a day, devil needs to be lazy as possible so no doing chores or anything, have your spouse and servos do all that for you, reach your own LTW multiple times as you choose, reach top of career and choose Politics as your career to start with before any others or LTW career if it differs
The Tower
"My fa(mo)ther keeps me here in hell, but with my own strength, I shall break the shackles of my despair!"
must kill father once they are named heir, try to win against grim reaper, if you win, then you must play Tower: Constant Fear, if you lose play Tower: Traitor's Curse
If win, once per week you may attempt to kill the Devil again, but you must still attempt to "plead for 'loved' one" which may continue or change your gameplay again (ie: you win, continue this one, you lose play the other one)
Tower: Constant Fear
The Devil is alive and well and living in the attic. Every now and again the Devil comes down and wrecks havoc, either by killing, causing sickness, or just menacingly grinning at you from over your child's shoulder. Will you ever be rid of the Devil?
every three days, have the Devil come down from their own room (room fully furnished with what they need), cause havoc (knock trash over, put tv in water and have sim fix it, remove pool later and nearly or successfully drown sim), you must take pictures of the havoc and you must have the Devil stand in the shot of every one of them, Tower may not be commanded to fulfill wants, Tower must have as many children as they can, Tower may not take a career related to their LTW or attempt to fulfill their LTW, Tower may not study any skills only gain them by doing things or through chance, the Tower must answer every chance card, the Tower must toddler train all their toddlers but study skills can be left to the spouse and teens, Tower must reach the top of their career or even several, Tower may not interact with any child or sim with Capricorn sign for fear of the Devil, the Devil shall not harm any child or sim of the Capricorn sign, this continues until the Devil dies by failure to resurrect or loss to grim reaper or old age
Tower: Traitor's Curse
"You've betrayed me!" shrieks the Devil as they take their last gasp of air. The Tower stands over their remains, breathing hard, eyes wide, heart racing. It's done. It's over. Their tormentor for years, their parent by blood only, their antagonist: is finally dead! But a curse was placed over the Tower for this deed.
Never get the Tower's needs into full green, always keep them in the yellow, do not fulfill wants, actively seek out the Devil's ghost, must marry twelve sims one of each zodiac sign ending with Capricorn which will not die, must have twelve children, all children not of the Capricorn sign will be at risk of death so at the end of every week on Saturday at midnight roll to see if that child gets sick, then spawn the cheat box to make them sick, roll die to determine which sickness they get, if issues with cheat objects have them eat rotten food stand in rain or flail around with the bugs, Tower may never reach top of career level, must do every chance card, may never reach LTW, may never maximize a skill, may never get a gold badge, must toddler skill all toddlers but study skills can be done by teens or spouse as well, must interact with every child at least once a day in a relationship building area like influence play kiss or hug, must meet everyone else's wants or needs above own, curse lifts when the new heir is named, the new heir can only be named when they are an adult
The Star
"Through my family's sufferings, we have overcome evil. Now it is time to heal."
The Star and their spouse must reach top of medical career. Bonus reaching top of science career as well.
Star must be a family Sim with lots of nice points. (look at Devil's kids that are nice and give them the Family aspiration), Star and spouse must influence nice and playful qualities in children, must share duties in raising children,
The Moon
must be the absolute shyest of the Star's children
a confused and conflicted sim trying to find their place in the world
must reach level 5 of all careers, final career must be reached the top of
must own lots of dogs, more dogs the better, otherwise own lots of fish and keep them all alive, as many fish as possible can fit in your house
besides work, the Moon will not leave the house except once per week and only to one place (ie: they go to the restaurant, they cannot then leave the restaurant to go to the bowling alley)
the house must be full of mirrors and/or portraits painted of the Moon
only after going through the career part is your sim allowed to go for their LTW (suggested leaving LTW career for last)
The Sun
"The sun always rises. Every day is a new beginning. I have found my place in the world, and while challenging, my life is great!"
move sim to a non-haunted lot and build house using as many money cheats as you desire. after finishing the house, use family funds to bring funds to 10,000
make a fortune or pleasure sim. careers can be any you desire. you must reach the top of that career
must max all skills, all tods must learn all todd skills and study before teen, all kids must be in private school and get A+
play at a relaxed pace unless you want a challenge: complete as many LTWs as possible, have ten children, marry off six
earn enough money to fill your house with the most expensive stuff
The World
This is it! The final generation! You have come a long, long way!
This is all about doing as much as you can within your lifespan. However, your life span now includes a magical mystery thing called the Elixir of Life. You may only use one elixir of life object, which means roughly five-six drinks.
In this span of time, you must:
marry
have as many kids as possible
max out as many skills as possible
get as many gold badges as possible
reach top of as many careers as possible
make as many best friends as possible
fully teach all commands to as many pets as possible
have as many plant babies, servos, turned vampires, turned werewolves, trained witches, as possible
Your goal is to rack up as many points as possible before your sim dies
The game officially ends when the World dies. The World must spend their last four days (with their spouse if they are alive) living with the Angel.
Before I begin: I want to point out that I do not approve of fortune telling. I was initially inspired by the old Italian card game that had eventually been revised and used for fortune telling. However, the generation rules and play style are inspired by the occult associations with the cards.
This will be SUPER complex. Just warning...
The Tarot game used is Tarocco Piemontese.
Because I cannot find ANY information on the "Pagat", I have crossed it out of the list.
Each role is a generation. The goal is to play out all 22 generations according to the rules associated with each.
The Angel
"I desire perfection in all I do. I strive to watch over my children and all future generations, guiding their steps and keeping them from harm to the best of my ability."
The Angel is something of an extra bonus and will be The Founder of course. Create them in CAS (or feel free to use an extra from another challenge of yours). HOWEVER: they will remain as an immortal overseer of the family, constantly intercepting events and assisting where they can. Like a fairy god mother/father if you will or a guardian angel. However, the TRUE challenge begins officially when their eldest moves out.
1. Must live on to see the final generation. Can only gain immortality through drinking the Elixir.
2. Must always have a spouse. If a spouse ages and dies, they must marry a new one.
3. Can never divorce a spouse, not even if they are cheated on.
4. Must be involved with each consecutive generation, but cannot live with them. So they need to stay close to all their family members, especially ones in the main legacy. They may teach, influence, and assist any family member of any generation.
5. Can never use cheat objects, hack objects, maxmotives, aspiration rewards, or career rewards. The ONLY exemption is the Elixir.
6. Must reach their LTW. Bonus if they achieve multiple LTWs.
+0.1 for every influence action on a relative
+1 for every friend they make of their relatives
+2 for every best friend they make of their relatives
+1 for every party they attend of their relatives
+2 for every birthday party they attend of their relatives
+3 for every wedding party they attend of their relatives
+1 for every pet they teach ALL tricks too. No one else may have taught that pet skills.
+10 every time a dead relative leaves The Angel money
+220 if the Angel has a different spouse for each generation
-5 if one of their children dies under their care
-10 if they become enemies with a relative
-5 for every fight they have with a relative
-15 for every divorce
-20 if they get caught cheating on their spouse/fiance (so called "cheating" between lovers does NOT count even though the game counts it as cheating) I say get caught cheating because if there's a story with the challenge, there could be interesting plot drama and stuff involved with cheating, and I do not want to discourage plot drama!
The Fool
"I am limitless. I am the epitome of potential. I dance freely in the sun, and never fear being burned!"
The Fool is the oldest of the Angel. They will not live on the Angel's lot. As the Angel is now an immortal wanderer, the Fool must remain in mortality and strive to live on their own.
The Fool must move out as soon as possible. They cannot have attended university or gotten a job as a teenager. They must purchase a lot fit for a legacy. This is where the Legacy truly begins.
1. You can never control this Sim EXCEPT to get a job. You MUST choose the very first job that appears in the Newspaper.
2. You may only control this Sim three times per day. That means only THREE actions are available to you per day. You can use an action to call a Sim, flirt, WooHoo, etc.
3. You may, of course, control all your other Sims that marry or are born to The Fool. However, you may not move in another Sim, summon a Sim, or create a Sim with tombstones/hack objects to help around and keep the Fool alive. You may not use cheats/hacks/etc to manipulate NPCs around you. The Fool may not hire services, but their family members can.
4. Going to a community lot does not count as one of the three actions. The Fool wants to explore and be active and free! However, you may not control them on Community Lots outside of your three allotted actions per day. If you stay at the community lot overnight and use your three actions there, then return home and it is still the previous day, you may NOT use three actions. You already used them on the Community lot, that still counts as your actions for that day.
5. If the Fool brings up the dialogue box that says they had a GOOD or GREAT week, you are given an extra THREE actions for ONLY that day.
6. You must play each and every chance card that comes your way, regardless if you know you will lose. If you lose your job, you may not go get a new one immediately unless you still have an action that day. You MUST pick the first job that comes up in the newspaper. You may not use a notice board, computer, hack/cheat objects, etc.
7. The Fool may only eat one kind of food and one kind of food only. I suggest something in Level 2 cooking skill so that he will get at least satisfied from it. It would be a good idea to make a lot of it and store it in his inventory.
8. The Fool must have a dog. And the Fool must keep that dog alive! The dog may only die of unavoidable circumstances. (starvation is not unavoidable)
+15 if the Fool started on a large lot (6x5) with 0 simoleans (will have to familyfund to do this)
+10 if the Fool lives long into elder stage (that is a commendable feat)
+2 for every child that grows up happy (despite the Fool's negligence)
+1 for every silly/spontaneous action made by the Fool (such as bubbles in fountain, playing in tub, etc). You must have camera evidence though.
+5 if you record how many of their specific food they eat
+1 for every best friend they make
+6 if the Fool grows up in Gold or Platinum for elder stage
+10 if the Fool dies at Gold or Platinum
+10 if the Fool achieves their LTW
+2 for every career top level the Fool achieves
-10 for every child/pet that dies under the Fool's care
-5 each time they are fired
-2 for every aspiration failure
-1 for every floor pee, pass out, trash can kick, painting ruin, gravestone/dollhouse smash, or toddler tease made by the Fool
The Magician
"My predecessor was limitless, but had no direction. I shall take that limitlessness for myself, and apply it to every aspect of my life!"
The Magician is the youngest of the Fool's children. Determined not to make a fool of themselves, they abandon all playfulness and pursue a serious life. This should make it especially challenging if the youngest IS a playful Sim. The Magician should be a knowledge Sim, but if you want it to be especially challenging, randomize their aspiration.
The Magician should start out in the house alone. If the parents are elders, have them move out. It's mean, sure, but live out their elder years in a nice cottage. And besides, the Magician has no room for silliness in their life!
1. The Magician should establish a library in the house, literally a room filled with books. Of course, comfy chairs and lamps are needed. Have as many skill building items in the house as he/she can afford. The more the better. Within limits of reason of course. Don't spend your last nickels and dimes on your fiftieth chess table.
2. The Magician must maximize all skills within their lifetime.
3. The Magician must reach the top of at least two of these career levels: Medicine, Science, Criminal, Business, Education, Intelligence, or Law.
4. If there are pets in the household, they must learn all commands, be at the top green of all behaviors, and have reached the top of their career by the time Magician becomes an elder.
5. The Magician is practical and must scope out a suitable mate. The suitable mate does not have to meet the Magician's Turn Ons. They just need to either be wealthy, level 4 or higher in their career, or have more than ten skill points.
6. The Magician embraces the Supernatural. The Magician must be best friends with one of each available supernatural your game offers. (eg: if you have OFB, AL, and NL, then you need to be best friends with a Servo, a Witch, and a Vampire.) The Magician cannot be a Supernatural themselves, and their best friend must be someone outside the family. It does not count if you are best friends and then marry a Supernatural, you will have to go find a second. It must be a Supernatural that remains outside the family at all times.
7. Using the limitless side of their desires, the Magician MUST have ten children, and any pets must have ten offspring as well.
+1 for each meeting with a wolf, alien, genie, bigfoot, witch, vampire, plantsim, ninja, ghost, etc.
+10 for each person the Magician saves from death
+20 if the Magician is saved from death
+1 for every child born (Plant Sim babies do not count)
+2 for every additional child born after the initial 10 (Plant Sim babies do not count)
+3 if the Magician's chosen spouse (given that they meet the requirements) has a three lightning bolt with the Magician
+1 for every skill maxed
+2 for every gold badge earned
+1 for every influence the Magician makes on someone
+1 for every child where the Magician teaches ALL toddler skills and study skill before teen
+1 for every child that gets into private school
+2 if the chosen spouse is a supernatural
-# for any skill points the Magician did not earn during the challenge (ie: if he had three points of logic left to gain by the time he dies, then subtract three points)
-2 every time the Magician does a silly activity (play in tub, bubbles in fountain, etc) Dancing Together and Slow Dance interactions do not count, but any other form of dancing DOES.
-15 if the Magician becomes a supernatural
BUT +10 if he is cured through traditional means (no cheats/custom objects/hacks)
-10 for every person the Magician loses to death
-1000 if the Magician dies (and the challenge is over anyway)
The Popess
"My parent dabbled in Supernatural things. I too wish to learn these mysteries."
The Popess is the second oldest daughter of the Magician. Your goal with her is to interact with the Supernatural as much as possible, and perhaps keep a few... shall we say... souvenirs.
1. The Popess shall redecorate the house as she can to have a more supernatural feel to it. Maybe theme one room with a gothic vampire design while another has a woodsy, werewolf allure. Etc. Be sure to put lots of trees on the lot to entice wolves. Keep any and all gravestones. Even move gravestones from other places to her lot (you can always move them back later).
2. The Popess must become best friends with one of each Supernatural at the very least, same as the Magician. More points are allotted for additional best friends. Do not become spouses with any of them.
3. The Popess must interact with the Matchmaker as often as possible, either to buy potions or get dates. She must also use the genie lamp, wishing well, and any other normally obtained object that involves supernatural things.
4. The Popess must become every Supernatural being possible at least once. Obviously for some she will have to be cured in order to become others. You may not use cheats/hacks/custom objects/etc. She must become these things through normal means. (obviously she cannot become a Servo. When she dies, have a relative bring her back as a zombie).
5. The Popess must have a child with at least one of every supernatural being out there. For zombies, ghosts, the Reaper, Bigfoot, etc that cannot be normally bred with, use the Tombstone of L and D so long as it does not harm your game. When the child is grown, they shall be turned in to the species same as their father ( you may use cheats/hacks for this one, but ONLY this one. You may NOT cure them through cheats and hacks).
6. The Popess will, of course, wish to become as close to the Supernatural as possible. Every time a townie walks by, roll a die to see if they die. 1-3 means yes, they die. 4-6 means no, they get to live. Kill the chosen townies in all of the different ways produced by Rodney's Death Creator. Or as a bonus, try to get the Popess to kill them herself. (ie: custom content [sword and machine gun]), invite them inside then lock them in a room to starve, have them repair the TV in a puddle of water, invite them to swim then remove the ladder, etc. Be creative.
7. She can only save her own children from the Grim Reaper. NPCs, friends, relatives, etc may not be saved by her from the Grim Reaper. If she is not pregnant at the time, she MUST become pregnant by the Grim Reaper.
8. The only career she is allowed to go into is Paranormal. Otherwise, she must make money through means such as painting, novel writing, gardening, or owning a business.
9. She must maximize all hidden skills acquired through book reading, and then try to max any other skills (like dancing for example)
+1 every time the Popess shares a secret with someone
+2 every time a person autonomously shares a secret with the Popess
+1 for the initial Supernatural baby of each Supernatural type (up to the number of Supernaturals available in your game)
+2 for each additional supernatural baby (this is not added in unison with the +1 of the first number of Supernatural babies)
+1 every time the Popess turns into a Supernatural
+2 for every person she turns
+0.5 for every Sim she kills
+1 for every Sim she kills without Rodney's Death Creator, hacks, cheats, or special objects
+0.5 every time she sees a ghost
+1 for every best friend (non relative or spouse) that is a Supernatural
+2 for every alien abduction of her or her children
+1 for every alien grandbaby she has as a result of abductions
+5 for every child she saves from the Grim Reaper
-2 for every Sim she turns that has a negative reaction to being turned by her
-1 for every time a maul or bite fails to turn her or someone she is trying to turn
-10 for every child that dies/is taken by the social worker
-5 for every enemy she makes that is a Supernatural
-3 if no one in the house is ever abducted
-5 for every aspiration failure from either her or her children
The Empress
"My mother showed a great love of many things. I too wish to love and be loved as she."
The Empress is the daughter of the Popess who comes first alphabetically (ie: if the oldest daughter is Brenda and the youngest is Abby, Abby is the heiress because A is first in the alphabet). Keep her as a Supernatural to make it more challenging. She will be a Romance or Popularity sim. Because of her big heart and desire for love and affection and nurturing, she will most definitely stretch herself very thin to bring in as many people as she can into her loving sphere.
1. Redecorate the house so that it reflects love, simplicity, and harmony. Pastel colors encouraged. Nice, elegant design encouraged. Of course, you could do lots of gaudy hearts and stuff too. But there must be a room that is pure white with nothing inside but a very nice rug. This is the Room of Inner Harmony where the Empress goes to if she every goes against her character.
The Empress will enter the Law Enforcement, Medicine, Education, or Military careers if you so choose to give her a career. With her abounding love, she wants to protect, save, and nurture. So she shall give her life in pursuit of that. If she stays at home, she may do so, but she cannot own a business.
2. She must achieve 50 1st dates, 20 Dream Dates, and WooHoo with 20 different Sims despite her aspiration or LTW.
3. She may have children of her own, but she must also adopt. She needs to adopt at least ten children. They must be toddlers (no babies, children, or teens). All children she raises must grow up well (so long as it's green, it's good) and they must never Aspiration Failure while under her roof.
4. The Empress will never fight, break up, tease, or irritate a Sim. If the action pops up, cancel it. If they do perform one of those actions, they must redeem themselves in the Room of Inner Harmony by dressing all in white and spending a total of 12 hours in there without leaving or taking care of needs. Now: the Empress is a protector, and thus shall fight off burglars and anyone who hurts one of her children.
5. She must have a garden, wether flowers, fruit, vegetables, or all three. She must tend this garden very well. If there is OFB, she must also have a flower crafting station. She will never sell the things from her garden/station. She will simply give them as gifts.
6. The Empress will not have pets, unless they were inherited from her predecessors. If so, she must take care of them of course, but her priority is her children and her lovers. It will be up to her children and lovers to train pets if that is what you wish.
7. Must go on a vacation once every two weeks (so keep track). If you do not have Bon Voyage, then send them on a community lot spree for three days without going home once. You may maxmotives ONLY if energy is in the red. Do not use the maxmotives if you have BV and are sending them on a vacation.
The Emperor
must have a beard
stick by tradition: your son shall rule after you, girls do not get jobs, you do not do housework, get job in politics, he must go to bed and wake up on a precise schedule that may ONLY alter if his job demands it, he will use any and all services no matter how superfluous, will decorate house to reflect a castle or manor, will be best friends with only rich/high skilled people, will marry a rich sim, must outfit all family members in very refined clothing, proceed with caution in all chance cards
The Pope
must teach all the children and pets everything, no one else, must read to a toddler/child at least once per day but must have read to each one before they are teen, get them into private school, disallow women jobs, must be best friends with 20 people outside family and have influenced them each 5 times, must erect a statue and altar and leave a crafted item or food at the altar once every day removing the items at the end of the week except food which is at the end of the day, must meditate one hour a day and then meditate consecutive five hours every saturday, may only eat/cook base game meals so no ep meals or downloaded meals, must get seven points in every skill and a gold badge in at least one crafting station, if AL must max all requirements for one of the three witches, must marry a female sim of one of these combinations: blonde hair blue eyes - red hair green eyes - brown hair brown eyes - black hair gray eyes, cannot marry supernaturals except aliens or witches, must see a ghost, must save at least 1 sim from death, must have twins
The Lovers
A pair of twins. One will have the most lovers possible. The other will find a mate and raise a family. They can live in separate houses and only one of their children will actually get to be the heir.
the free romance person: determined to have the most lovers and beat the other one in this game, they must have kids with each lover, roll die to get 4-6 to try for baby, if 4-6 move the female sim in and try for baby with her, move her out with the baby once the baby is born, don't let the different lovers meet. when they are three days to elder they may get married to young adult/adult and have babies. one of these might get to be the heir. either dice roll or hold a poll, they must decorate the house in reds and pinks, if they are left with the babies, they must raise them all greens and teach them all skills, lovers may not teach babies and toddler skills or be asked/controlled to do things, they may feed/change diapers/interact autonomously, if BV: the lovers should get lovers from each place, if freetime: lovers from each hobby place, if OFB: they must have three servo lovers each, if pets: they must have a pet trainer lover, they must have maid lovers, the female must have a baby by grim reaper and the male must have baby by alien abduction, must totally randomize what they do with chance cards
family romance: must get married and have three bolts, must perform romantic interactions at least 5 every day, must perform woohoo every day, roll die 1-3 woohoo 4-6 try for baby, have as many babies as possible, name them all something related to the concept of love, the heart, red, passion, fire, and purity, may never cheat, must raise all kids green with all tod skills and study skills and private school before teen, each teen must get a scholarship before young/adulthood, no alien abductions or supernaturals allowed, must go on a date twice a week and it must be a dream date, must woohoo in every available place (bed, car, photo booth, elevator, hot tub, etc), if they have cats or dogs they must have a male and female and they must breed, must ignore all chance cards, must decide their heir by poll or dice roll to compete with other twin's heir, must have a fireplace, must have a table for two in a private area,
The Chariot
reach top of as many careers as possible, have as many kids as possible with the smallest number being ten, pick fights with as many enemies as possible and get the most victories, max all skills, collect as many career rewards as possible but never use them just keep them in a show room, same with all aspiration rewards, though you may get them a second time and use those, you may not use the first set of aspiration rewards only the second set, you must collect all aspiration rewards first before getting the second set, all your tods must have maxed tod skills and gotten at least four skill points before child, all children must get into private school be taught to study have at least four skill points in four skills before teen, teens must have a job and a scholarship before young adult, all young adults must grad college with highest possible marks, if chance cards have options that screw over other people you must use them but only if you know you can advance otherwise ignore the chance card, get in a fight with at least one supernatural and avoid getting bit/turned/cursed/etc
Strength
there is no true long list of guidelines for this one. the object of Strength is to keep everything balanced and happy. if it means having only one child, so be it. if it means having a few kids at a time, so be it. if it means not getting a career and just having a traditional job, so be it. points will be allotted below, Strength may be a supernatural but may not actively seek to be, if a wolf chooses to bite or they just so happen to be plantsimmed, so be it. the only witch they may become is the neutral witch but you must roll a six on a die to accept the position, you must never enter conflict but never truly love anyone either only getting relationship high enough for trying for baby with the mate, you may have best friends but you may only talk/hang out if they call/invite you, you may only eat base game meals, you may not hire any services, you may not go on vacations but you may go on outings/dates, you must have a pet wether dog, cat, fish, etc
The Hermit
if you do not want to reduce the house you may move the hermit out. must reduce the house to nothing except an art easel/notebook/computer/craft station, bed, toilet, fridge, stove, and sink. there should be a lake out back if you have seasons, but no garden allowed. money at 0. if you have special objects of special meaning that you do not want lost then put them in the Hermit's inventory. make sure he is alone and his shack is in the far back of the lot, Hermit must marry first walk by of opposite gender, age the walk by up or down if need be, neither shall ever get careers or leave the lot, if the fridge runs out of food, they may use a phone [that they had to have bought] to call for delivery but no pizza delivery, they must sell all their creations unless they paint portraits of themselves for adding to the house the next generation builds, if you have OFB, bonus if mate is a servo the ultimate hermit!, hermit may only visit parks, hermit may interact with animals but no people aside from family, hermit must spend a span of 12 hours consecutively doing nothing but meditating, hermit may only woohoo with their spouse to try for baby and only on weekends, hermit may only do a romantic interaction with their spouse once per day and then a regular interaction twice a day, they may only interact with their kids to feed them or change diapers, but they may not even put babies or toddlers in cribs, same goes for spouse, cancel autonomous actions to do such, kids must raise themselves ultimately, with pets: ultimate hermit offspring bonus; do regular hermit for babies but with toddlers, keep them in a room with potty, pet bed, and pet food bowl, only interact to potty train them then leave them there to their own devices
The Wheel of Fortune
do everything with dice rolls, embrace the dice, the Wheel of Fortune may only do things based on your dice rolls, want them to eat? roll a die (1-3 is no, 4-6 is yes). do they want to buy a car? roll die. woohoo? roll die. flirt? roll die. there must be negative consequences for every negative die roll. if they roll no to eat, you must wait 8 sim hours to try and eat again. if you roll no to sleep, you must wait 8 hours to try again. of course, the sim may autonomously do as it pleases, but for you to command them, you MUST roll the die to determine. if you failed a die roll to command, and the sim tries to do autonomously what you had rolled for it, you must cancel their action for the next game hour. after an hour they may do it autonomously but you still cannot command them for another in game 7 hrs, if you are lucky enough to get a spouse xD then by all means have them help around and do what your sim cannot. your sim is not in control of their destiny and neither are you. this is true of who they marry as well. for every sim of opposite gender you see, roll the die. if it's no, you may never marry them. if it is yes, you must marry them. age them accordingly. goal is to keep them happy despite how out of control they are.
Justice
"Life was never quite fair with my parents. I am determined to bring justice and fairness to this world and my own family!"
Must get a job in Law Enforcement, Law, Military, Intelligence, Business, or Education. must adhere to strict schedule only accommodating for career changes, must assume traditional roles (ie, men never cook, but woman must cook even if she has a career she has to cook all the meals when she gets home), must influence every child once a day, must always keep skills balanced (ie, get all skills to the same level then level each up one at a time consecutively so that all levels get to ten around the same time), must fight all burglars streakers and mischievous kids (bubble fountains and newspaper thieves etc), never let the fridge go empty, always keep up on cleaning and repairs, no supernaturals at all, if a child gets turned or chooses a path they are disowned from the heir choosing, every child must be treated equally with the same living accommodations in each bedroom and roughly the same amount of attention given by the Justice,
The Hanged Man
must never work or enter a career, must not craft or skill beyond what is gained randomly or was gained in childhood, may not raise the children, must hire all services, must have twelve children minimum, must never do any chores, must never help with anything of any sort, must never have a visit from social bunny or therapist, must never pass out or lose bladder control, must never freeze or burn, may only be commanded to do things based on his wants and fears, may do any autonomous actions that do NOT involve helping of any sort (ie, sleeping, bathroom, but not clean up, feed baby, etc), must have at least five non related friends, must achieve LTW
Death
must have children with the Grim Reaper, though if male, their spouse must have children with the Grim Reaper, at least 7 by the Grim Reaper and 7 non-Grim Reaper for total of 14 minimum, must kill a non related sim at least once a week by a different death in rotation from top of rodney's death creator wheel and all the way around, may also kill sims by non tombstone ways (ie, invite to swim then remove ladder), must always wear black and decorate in black, may only eat meat dishes, vampires and zombies in the family are bonuses, everyone sleeps in coffins despite vamp or non vamp status, build up a graveyard in the yard, must have at least one ghost pet with the pets ep, if OFB must have coffin shop, if BV must kill a vacation sim, if Uni must kill a streaker or mascot, if Freetime must kill a hobby leader, if nightlife must woohoo with vampire, if seasons must freeze a sim to death
Temperance
all about subtle change, will not actively move to advance career level and will happily stay at lvl one if need be, only have one child unless twins of course, you may play temperance for the most part as you would play a very average perhaps dull game, think of this as a break from all the craziness of earlier generations, anything to add please do
The Devil
any sims that are your family you must imprison, if you do not have the mod for keeping kids from school without social worker coming then let them go to school but they may never go outside for any reason, same with any pets so yes dogs will pee in the house keep that in mind, you may roam freely but all doors are locked, all windows are removed, woohoo with 20 sims, go on 51 first dates, have as many kids as possible only releasing them when they are adults, do not hire services or they will probably 'report you to authorities', but if you have OFB you may make two servos of the opposite gender to the Devil and they will do all the chores as well as be lovers with the Devil they may go outside to recharge if need be, the Devil may be a supernatural but only by traditional means, the Devil may only eat meat or rotten food so be cautious of sickness, for extreme devilness only feed your children using one single plate of food that they all must share between them and only three single plates a day, devil needs to be lazy as possible so no doing chores or anything, have your spouse and servos do all that for you, reach your own LTW multiple times as you choose, reach top of career and choose Politics as your career to start with before any others or LTW career if it differs
The Tower
"My fa(mo)ther keeps me here in hell, but with my own strength, I shall break the shackles of my despair!"
must kill father once they are named heir, try to win against grim reaper, if you win, then you must play Tower: Constant Fear, if you lose play Tower: Traitor's Curse
If win, once per week you may attempt to kill the Devil again, but you must still attempt to "plead for 'loved' one" which may continue or change your gameplay again (ie: you win, continue this one, you lose play the other one)
Tower: Constant Fear
The Devil is alive and well and living in the attic. Every now and again the Devil comes down and wrecks havoc, either by killing, causing sickness, or just menacingly grinning at you from over your child's shoulder. Will you ever be rid of the Devil?
every three days, have the Devil come down from their own room (room fully furnished with what they need), cause havoc (knock trash over, put tv in water and have sim fix it, remove pool later and nearly or successfully drown sim), you must take pictures of the havoc and you must have the Devil stand in the shot of every one of them, Tower may not be commanded to fulfill wants, Tower must have as many children as they can, Tower may not take a career related to their LTW or attempt to fulfill their LTW, Tower may not study any skills only gain them by doing things or through chance, the Tower must answer every chance card, the Tower must toddler train all their toddlers but study skills can be left to the spouse and teens, Tower must reach the top of their career or even several, Tower may not interact with any child or sim with Capricorn sign for fear of the Devil, the Devil shall not harm any child or sim of the Capricorn sign, this continues until the Devil dies by failure to resurrect or loss to grim reaper or old age
Tower: Traitor's Curse
"You've betrayed me!" shrieks the Devil as they take their last gasp of air. The Tower stands over their remains, breathing hard, eyes wide, heart racing. It's done. It's over. Their tormentor for years, their parent by blood only, their antagonist: is finally dead! But a curse was placed over the Tower for this deed.
Never get the Tower's needs into full green, always keep them in the yellow, do not fulfill wants, actively seek out the Devil's ghost, must marry twelve sims one of each zodiac sign ending with Capricorn which will not die, must have twelve children, all children not of the Capricorn sign will be at risk of death so at the end of every week on Saturday at midnight roll to see if that child gets sick, then spawn the cheat box to make them sick, roll die to determine which sickness they get, if issues with cheat objects have them eat rotten food stand in rain or flail around with the bugs, Tower may never reach top of career level, must do every chance card, may never reach LTW, may never maximize a skill, may never get a gold badge, must toddler skill all toddlers but study skills can be done by teens or spouse as well, must interact with every child at least once a day in a relationship building area like influence play kiss or hug, must meet everyone else's wants or needs above own, curse lifts when the new heir is named, the new heir can only be named when they are an adult
The Star
"Through my family's sufferings, we have overcome evil. Now it is time to heal."
The Star and their spouse must reach top of medical career. Bonus reaching top of science career as well.
Star must be a family Sim with lots of nice points. (look at Devil's kids that are nice and give them the Family aspiration), Star and spouse must influence nice and playful qualities in children, must share duties in raising children,
The Moon
must be the absolute shyest of the Star's children
a confused and conflicted sim trying to find their place in the world
must reach level 5 of all careers, final career must be reached the top of
must own lots of dogs, more dogs the better, otherwise own lots of fish and keep them all alive, as many fish as possible can fit in your house
besides work, the Moon will not leave the house except once per week and only to one place (ie: they go to the restaurant, they cannot then leave the restaurant to go to the bowling alley)
the house must be full of mirrors and/or portraits painted of the Moon
only after going through the career part is your sim allowed to go for their LTW (suggested leaving LTW career for last)
The Sun
"The sun always rises. Every day is a new beginning. I have found my place in the world, and while challenging, my life is great!"
move sim to a non-haunted lot and build house using as many money cheats as you desire. after finishing the house, use family funds to bring funds to 10,000
make a fortune or pleasure sim. careers can be any you desire. you must reach the top of that career
must max all skills, all tods must learn all todd skills and study before teen, all kids must be in private school and get A+
play at a relaxed pace unless you want a challenge: complete as many LTWs as possible, have ten children, marry off six
earn enough money to fill your house with the most expensive stuff
The World
This is it! The final generation! You have come a long, long way!
This is all about doing as much as you can within your lifespan. However, your life span now includes a magical mystery thing called the Elixir of Life. You may only use one elixir of life object, which means roughly five-six drinks.
In this span of time, you must:
marry
have as many kids as possible
max out as many skills as possible
get as many gold badges as possible
reach top of as many careers as possible
make as many best friends as possible
fully teach all commands to as many pets as possible
have as many plant babies, servos, turned vampires, turned werewolves, trained witches, as possible
Your goal is to rack up as many points as possible before your sim dies
The game officially ends when the World dies. The World must spend their last four days (with their spouse if they are alive) living with the Angel.