Tuesday, 13 August 2013

The Official Random Legacy Challenge App

Fed up of going to Random.org and rolling for numbers then looking them up in the table? Then try our App! All of your challenge rolls generated automatically in one easy to use program :)

The new version of the Random Legacy Challenge App is located here: http://randomlegacychallengeapp.weebly.com/

It requires your browser to have Microsoft Silverlight to work (Tested and true to run on both Mac and Windows Operating Systems). If you can run Netflix, you can run this app! If you do not have it installed, instead of the app showing, it will have the Silverlight download link in its place.

The old desktop versions of the app:
Works on any operating system provided you have Java installed. (If not, it's free here!)
Older University Life Version: http://chii.modthesims.info/getfile.php?file=1350977
Older Season Version: http://chii.modthesims.info/getfile.php?file=1342440
Older SP/SN Version: http://chii.modthesims.info/getfile.php?file=1322207
Older SHT Version with new marital structure rules: http://chii.modthesims.info/getfile.php?file=1309553
Older SHT Version: http://chii.modthesims.info/getfile.php?file=1279480
Older Pets Version: http://chii.modthesims.info/getfile.php?file=1272974
Older Generations Version: http://modthesims.info/showthread.php?p=3573653#post3573653

Tuesday, 18 January 2011

The Rules!

The "Official" Rules - Updated on 07/02/2014

Recent updates: 
*Sailboat and rowboat exceptions added for "living green".
*Removed false information concerning University Life careers.
*Grandpa's Grove Tractor is now explicitly against the rules for sims in the farming career.
 

To Begin:
1. Set aging to normal. With Generations/patch: You may tweak each age stage to suit you, but don't get to the point where you've created an epic lifespan. Keep in mind that if you roll the Perfect Children goal, you will probably need 7 toddler days to complete it, so it's best not to reduce that one. Also, once you've tweaked your ages, keep it set for the whole legacy. No going in to add days to toddler stage just to complete Perfect Children, and then setting it back.
2. Roll the first generation's goals, and note them down.
3. Create your starting sims in CAS. If your result for section A is single parent, create a single sim. If your result is a couple, or multiple sims, you may create them all at once if you'd like. You may create pets in CAS for your founding family as well, if you have the Pets expansion pack.
4. Move them onto a lot of your choice. You are not stuck on this lot. You can move your sims to another lot or even another town, if you wish, at any point in the legacy.





General Rules:
1. This challenge runs for 10 generations. It is complete when the 10th generation completes all of its required goals, or when the 11th generation reaches YA, whichever comes last. It is not required to roll for the 11th generation, unless you want to continue playing past the end of the challenge.


2. You lose if you fail any of the randomized parameters that you're required to meet for the generation.


3. No cheating! This means maxmotives, motherlode, kaching, fastskill mods, and anything that gives you a clear advantage over other players. In addition to the obvious methods, you should avoid sneaky exploits such as using vacations as free time to train skills “off the clock”. The robotic hand of god from awesomemod is not considered to be cheating, and even if you don't use the mod you are welcome to perform the actions yourself.


4. Your sim may ONLY make money with the activities outlined in their career roll. But there are some EXCEPTIONS. Exceptions are: (1) you may also complete opportunities for money, provided those opportunities don't violate some other rule, (2) making money with the telescope is perfectly fine, since discovering stars, celestial bodies and meteors is a considered a random event, (3) so yes your sim may also sell meteors, if they're "lucky" enough to have one attempt to murder them, (4) you may invest in rabbithole businesses and other venues for income, (This includes IP resorts and restaurants built with the Premium Content bistro set withNPC chef.)(5) any teens in your household may have part-time jobs if you wish, (6) if your spouse has items in their inventory when you acquire them, you are free to sell those items, but this does not apply to sims who are only in your household temporarily [for example, if you've rolled single parent, and have the spouse around only long enough for a child to be born, you are not allowed to sell items from this sim's inventory... you may take books from their inventory for your library, though], (7) if you have the store content slot machines, you are free to use them, but try not to abuse, (8)
a kleptomaniac may only sell items they've stolen if they are in one of the two criminal career branches. NOTE: Your sim may begin their career as soon as the game allows them to do so. If your heir has rolled artist, and you know which child will be heir, they may begin selling their paintings as soon as childhood. (9) Your Sim may receive donations from blogging. Note, you may not ask for donations or sell your blog, but if you get unsolicited donations, you may keep them.
(10) While at Uni, or if you've placed the Uni Science rabbithole in your main world, you may make donations of plasma/saliva/giggles once per week. One donation total, not one of each.
NOTE about random gifts from weddings, celebrity status, attraction system, whatever: You may NOT sell these items for money. You may keep them in your house and use them, or delete them without receiving money for them.
NOTE about salvaging free furniture from dumpsters or the Art school rabbithole: You may keep any furnishing you pick up, but you may never sell them (unless you roll the Dumpster Diving career). If you don't want what you got, you may delete it without getting money for it.

5. If you roll a career that requires your sim to sell items they collect or create, they may only sell items they collect or create themselves. No using an artist sim to freely sell paintings their unemployed spouse created. No using an Animal Wrangler to sell off their grandmother's parrot collection.


6. No aging sims up early. You must wait for them to age up naturally, or use a cake on the day they would naturally age up (wait until it says 0 days in the age bar). If you have the Supernatural expansion pack, you may not use the "Age of Instant" potion on a toddler, child or teen in your household.


7. From each generation, choose a sim to become the heir. The heir must be one of the children that counted in the previous heir's roll for # of children (in other words, the heir must have been raised in the legacy household, but doesn't necessarily have to be the genetic child of the previous heir). If a sim is not the chosen heir, they must be moved out of the household (kicked out or moved to a new house) within 24 sim hours of aging up to young adult. The previous generation may remain in the household, or they may move out at any time after their heir becomes YA, provided they have completed their rolled goals. Generally speaking, the next generation begins when the heir reaches YA. Any previous generation rolled rules that require a daily or weekly activity are no longer required when the new heir reaches YA, and the new generation's rules go into effect when the heir reaches YA. Some rules take effect when the heir is born however (such as random traits), so it's best to roll for the next generation when the first child of that generation is born, or earlier. If the rule does not specify a start time, it begins at YA. If the previous generation still has goals to complete (such as Perfect Careers), they may still complete them after their heir takes over. You only fail the challenge if they die before completing those goals.


8. If you have Ambitions, you must enable laundry by placing at least one hamper on the lot on day 1.


9. If you have World Adventures, you must not use vacation destinations to have free skilling days. You are allowed to freely skill photography, martial arts and nectar making while away from home. Other skills must not be skilled or practiced, unless you use a mod that allows you to scale the difficulty (set it to at least 3x the normal difficulty). Training that comes as a side effect of anything required for an adventure opportunity is allowed, as is athletics training while pushing things around in tombs or practicing martial arts. But don't abuse this provision.


10. You are allowed ONE free reroll of Challenge objectives throughout the entire challenge. Use it carefully. For extra free rerolls, see Misc Fun Roll - The Joker. If you gain "Joker" rolls then these stack with this. (You start with one re-roll, then if you then roll "The Joker" you'd have two, provided you didn't already "spend" the first re-roll.) Note that you may only re-roll for a single category. You may not scrap the entire roll.


11. You're allowed to reroll a career in two cases:-
A. First case; Expansion Gift: Sometimes expansion packs are released, and you're in the middle of your legacy. We know you want to test all the new careers out, so!... you are allowed to change one roll to introduce a new EP career or profession (provided it's a career we have listed; after each EP; we update the career rolls to include new careers, if applicable). For example: You've just installed Pets. You're about to start generation 3, a single parent Ghost Hunter. But you want to try out a new EP career we've added, so you're allowed to change your sim's career to Animal Wrangler. You're allowed only one change per new career. So, if the new EP introduces 5 careers, you're allowed to change 5 times, one for each career you want to try but haven't rolled yet.
B. Second case; Repetitive careers: You are allowed to reroll a career or a profession if you have rolled it for consecutive generations. For example you are allowed to reroll for generation 2 if you have a chef in generations 1 and 2, but not with generations 1 and 3. You are also allowed to re-roll for either primary or secondary income, if both primary and secondary income turn up as the exact same career in the same generation. Note you are not required to reroll, the option is just there if you want it.


12."Dream Generation" free choice: When you reach generation 10, instead of rolling for all categories, you may choose an option for any one of the categories, so you can try something you haven't rolled in the previous generations. So, if you've never rolled a particular career, goal or family structure and wanted to try it, in Generation 10 you may choose it for your heir or spouse instead of rolling for it. This applies to any one of the categories, and only one. So if you choose your heir's career, you must still roll for marital structure, goals, number of kids, etc. This isn't limited to things you haven't done. This is to reward you for reaching generation 10, and to help hold your interest in generation 10.


13: Pets Expansion: You may have as many pets, small or large, as you want. But you may only make money from them if you roll a career that says you can. You may create pets with your founding family in CAS, and once your family is placed in their home, you may obtain pets at any time via adoption or purchase. If you want to create a special pet for them in CAS, you may do so, but since merging a pet family with a current family brings a lot of money (14.5k) to the family, if you choose to do this, you must not keep the money the pet brings. You may use the family funds cheat to remove the extra cash, or you may add the pet to a temporary host family and then use a mod like Nraas Master Controller to add that pet to your family. If your Sim is in the Equestrian career, or a custom Animal Breeder career, you may not sell any pets you acquire by creating them in CAS and adding them to your family. You may only sell their offspring or use the stallions as studs.


14. If your roll is impossible because you don't have the associated expansion pack, you may re-roll for that category without penalty. If any roll becomes impossible for you to play due to glitches, you may also re-roll for that category without penalty. Some of the most frequent examples of this are with Ambitions careers glitching (we've seen everything from simple "can't complete job, so can't get paid" to "playing this career suddenly destroyed my user interface, ripped a major hole in time and space, and left a bunch of twinkle wrappers all over the place"). So don't worry about it. Do what you have to do to save your game.


15. With SN, we now have the ability to send gifts to our friends' Sims through SimPort. If you receive gifts (objects or elixirs) from your friends while playing your legacy house, you may not sell those objects. You may use those objects in your Sim's house, or use any elixirs sent to you. (You may not use this to get around Living Green restrictions. Any object gifts you receive must be kept in the family inventory until the Living Green generation is over. Also, nothing you receive as a gift can count toward the Luxury or Expansionist goal) Now, depending on how many friends you have and how often you get gifts, this can get rather cheaty, so don't abuse this to furnish your Sims' houses far beyond what they can afford. A few gifts is fine, but if you get gifts daily from your hundreds of friends, you do have the option of receiving your gifts from friends while playing a non-legacy family, so if you see your mailbox is sparkling, try to wait to open it while you are playing another game. Since you earn happiness points wghen sending gifts to your friends, you may not send gifts while playing your legacy family. If you want to send gifts, do so while playing in another neighborhood.

16. With the University Life EP, you may send your Founder(s), heirs, spouses, help or +1, and even your spares to University. We will not have a roll for sending heirs to Uni or not, that's the player's choice. (If you want this chosen randomly, you could flip a coin).
Sims may not hold careers or professions while at Uni, so only your heirs/spouses/help that have rolled a self-employed career like artist will be able to earn money at their careers while at college. Your heir/spouse/help may also take day jobs from the Uni jobs board (found outside the dorms). You may only take one job board job per day. 
Some of the Uni RHs also offer opportunities for employment, such as modeling nude in the Arts building, or being a Test Subject in the Science building. To take one of these jobs, your Sim must have rolled an associated career.
Nude Modeling is restricted to: Artist, Photographer, Film, Stylist, Acrobat and Art Appraiser
Test Subject is restricted to: Science, Military, Freelance Science, Inventor, Medical
Concerning scholarships: You may have any Sim you send to Uni take the aptitude test and get scholarship money and/or bonus credits. Once your Sim is at Uni the many NOT apply for extra funds.
If you choose to bring a spare to uni, they may not earn money in any way. Once the spare graduates Uni, they must move out within 24 hours. During breaks, the spares may not earn money or get married, or have children (unless you move the baby out immediately after birth).





Lifetime Happiness Rewards:
1. You can use any lifetime happiness rewards, unless the rules below specifically say you can't.
2. Here is a list of rewards you should avoid: The Moodlet Modifier. The Motive Mobile (Generations EP). The Inheritance reward (Generations EP).
3. The food replicator is allowed, unless you've rolled homemade or living green. 

4. Stuff like the Hover Bed (Generations EP) is allowed, but you may not sell items you bought with your sims' lifetime happiness points. If you don't want the hover bed any more, you may shift+click to delete it without adding funds to your family.

Premium Store Content:

Some of the premium content available at the EA store, as parts of sets or that comes with their worlds, can be incredibly cheaty. As a general rule, we don't want to ban players from using objects they paid real money for, but we do have to put some restrictions on using these items if they go directly against one of the challenge's rules or make a career or achieving a generation goal trivially easy. Anything that simply hands your Sim money for the asking will be restricted. (This also applies to the genie wishes and the Inheritance LTR).
If you have any questions about what features might be restricted on a premium store object, please ask in the MTS forum. But mostly we assume people can police themselves, and are pretty lazy about adding new items to this list, even if they "should" be on here.


1. The Wishing Well from the Lucky Palms world: You may use the well to wish for Happiness, or for Love or a Child, as long as you have an available slot for the Sim the wish generates in your household. So, if your Sim rolled for two children and already has two children in the household, you may not wish for another child during that generation. Unless you immediately move the new child into another house. You may not wish for Wealth or Power.

2. The SwiftGro gardening thing: This object fertilizes and talks to all plants at once, making gardening ridiculously easy, and it thus banned for Sims in the gardening career. Also, a Sim who has rolled Fulfilled as the generation goal and chosen Perfect Garden as a LTW may not use the SwiftGro station to do the gardening. You may use the seed identification feature if you like. You may also use the auto watering feature. Sims not in the gardening career or aiming to achievethe PerfectGardens LTW for a Fulfilled goal may use the SwiftGro to make gardening easier.

3. The Multi Tab 6000 tablet: The tablet allows you to skill up on multiple skills at once while doing other, more fun things. Therefore, skilling using the tablet is forbidden for the challenge. You may use the tablet for entertainment or other non-skilling functions.

4. The Playpen and Walker from the Gold Edition of Aurora Skies: These objects take cheaty to a whole new level. Both objects are absolutely banned if you've rolled Perfect Children or Deadbeat Parents. They should be banned completely, really, because they refill all motives while teaching skills. We can't make anyone use mods, but it is highly recommended that if you want to use these objects in this legacy, you  use a mod that takes away the motive gain. Like This One.

5. Dragons from Dragon Valley world:
The cheatiness, it hurts. If you are going to use the baby dragons at all in this challenge, you will need the dragon autonomoy and motive tweak mods found HERE. Note that the no cooldown mods are not allowed for this challenge.
With all dragons, your Sim may talk to them to gain skills.
About using the dragon summoning powers:
Green Dragon: You may only use the harvest power of the green dragon if no Sims in the current generation are in the Gardening career, or have Homemade or Living Green as goals. Sims who have a LTW that includes maxing the gardening skill (or Renaissance Sim, to max any 3 skills) may not use the green dragons to harvest, since it increases the Sim's gardening skill as though they did the harvsting.
You may not summon treasure if your Sim is in the Collector career, or has the My Precious generation goal.
Purple Dragon: You may not use the dragon to summon friends or new Sim unless you use a mod that takes away the relationship gain you get for doing so.
You may not use the Life of the Party interaction while throwing a Party to Remember for the generational goal
Red Dragon: You are free to fire fireball and torment at will.
Black Dragon: You may not summon a ghost if you are trying to breed with or marry a ghost.
You may not summon death flowers.
You are free to cast Phantasmal Curse at will.

6. Grandpa's Grove Tractor - do not use this if you've rolled farmer.


Blah blah mods:
1. Playing a legacy is going to be almost impossible without mods like Overwatch, and you'll probably need some non-EA Story Progression, just to keep your town alive. These mods are fine. Nraas MasterController is used by most of us as well, to clean up glitches and monitor our game. Viewing an unknown sim's traits or using the stylist option on them with MC isn't considered cheating. Using maxmotives IS cheating. You may also use these mods to block some expansion pack related things from the town if you wish, such as celebrities, vampires, and stray animals. You may also prevent your neighbors from having pets if you feel like it. These features add rage and/or lag to the game, and we understand some people want nothing to do with them.
2. Twallan's career mod is ok to use, for the different schools as well as for the part-time careers.
3. Super Commander from awesomemod has the capability to automate some ambitions jobs. Do not use this.
4. Other allowed mods: stuff that doesn't give you some crazy advantage, but helps you with screenshots or adds life to your town or whatever. For example: a mod that gets rid of the terrifying ice cream truck, or a mod that lets your sim invite other sims to join them at the bubble bar. Little tweaks like that.
5. Mods that reduce or destroy maternity leave are OK to use. With Generations, your sim will get other days off, for marriage and stuff, and those are OK to remove as well (this is easy to do with MasterController).
6. There's a mod out there that allows younger sims to have traits normally restricted for older sims. This mod is allowed, so you don't have to feel like half of your baby sims end up with the same two traits.
7. You may use MasterController to edit vanilla/face 1 sims in CAS, including children you've just adopted. You may also edit residents in your town before you start playing, if you just can't handle the way they look, and are having nightmares about them breeding and populating your town.
8. We've decided this mod is OK, since it makes no sense that you can't buy camping gear at the general store anyway.

9. Mods removing the annoying freakout-impulse when a sim spots another life state, such as SimBot, are allowed.
10. Woohooer/Risky Woohoo. You are allowed to use mods that enable teen or near relation woohoo, and teen or same sex pregnancy. Risky woohoo for your legacy family is allowed while you still have available slots for more children. Once you have had all the children you rolled for, you must not use risky woohoo or autonmous try for baby in your legacy family. If you forget to turn these settings off, any extra child born is not eligible to be heir.


Minor Clarifications and Other Miscellaneous Stuffage:

1. If you roll "5 Star Celebrity" and have no celebrities in your town, you may introduce Celebrities to your town if it's "Fame Ghosting" (No 5 star celebrities, etc.) There is no limit at the moment on how many celebrities you can introduce, but don't abuse it. Only introduce what you need.
2. It is not considered cheating to use the "shift+click ---> delete" method to dispose of unwanted items you cannot sell. For example, unwanted paintings or sculptures created by a sim in a career roll other than artist.
3. Your sim may have children outside of the household, if you wish. Only children raised in the household count towards the # of children you rolled. Only children raised in the household can be the next heir.
4. You are allowed to edit your town to add inhabitants and new lots, and tweak old lots to suit you. Don't do anything you secretly think may be cheaty. Examples of cheaty town editing: rolling a collector, and then going in to add a million extra rare spawners, or rolling a singer, and then going in and adding a crazy number of high-paying venues to your town.

5. UL brings a new Street Artist skill your Sim can master. Unfortunately, once you reach a certain level, your Sim will automatically put out a tip jar while making street art. Sims in the Artist career may do this as part of their job. Sims not in the Artist career may learn and practice this skill, but you must use a mod or cheat like family funds to get rid of any tips you earn.


Other Life States:
1. Even though some life states are kind of cheaty (or extremely cheaty), we've decided not to ban any of them because we don't want to forbid such huge aspects of gameplay or opportunities for storytelling. If you are more interested in the story aspects of the game, use whatever occults you want. If you are playing for the sake of the challenge, then don't use the cheaty ones like vampires or fairies, or consider getting creative and trying to find ways to limit their cheatyness. We're trusting you to self-moderate your game. (FYI: at the beginning of the challenge, we had a bunch of rules about not allowing your sims to consume ambrosia, or hold death flowers, or anything else that would extend their lives. Most of us still basically play by those rules. But since Late Night we allow vampires, so... we technically threw most of those rules out. Vampires are crazy cheaty. They live a long, long time, and their skilling bonus is glitched to skill faster than intended. A vampire might paint one painting and be painting skill level 10. So to reiterate, if you're playing for a challenge, you may want to consider not playing with certain supernatural life states.)

2. Simbots are allowed, if invented. You may invent as many as you can, but they all must move out or otherwise be removed from the household by the time the next generation takes over. All the simbots your sim creates may help with chores around the house, or as babysitters, but may not have a career or earn money in any way other than through opportunities.
2. Concerning Imaginary Friends: you may have as many as you like. Make them "real" if you like. If they are made "real" they do not count towards the required number of children, they cannot be the heir, and they must leave the household upon reaching the young adult stage (unless they're kept as the heir's spouse, or something like that).
3. Concerning vampires: You may use a mod much as MasterController to remove vampirism from vampire babies, toddlers, children and teens, since they cannot drink the cure potion. You may also use mods to clean vampirism from anyone of any age in your neighborhood. Same goes for other occults.
4. Concerning genies: if you've obtained a genie lamp, you may NOT wish for fortune. If you free the genie, it must leave your household within a day or two, unless it's kept as the spouse, or something equivalent. If the genie was created in CAS as a founder, or is roaming the town free, it can be treated as if it were any other sim.

5. Concerning ghosts: With SN you can now create ghosts in CAS. These are treated like any other Sim. With the Philosopher's stone comes the ability to bind a ghost to your household. If you make a ghost a playable member of your household through this or any other means, like the Oh My Ghost opportunity, the ghost must fill an available slot in your household, such as spouse or help, or you can bring a ghost child into the family and adopt it as one of the required children. You may resurrect the ghost back to a living Sim using ambrosia or any other means. You may not keep your previous heirs as playable ghosts or resurrect them unless you move them out of your household.


THE ROLLS:
A. Family Structure (roll 1-35)



1-10) Single Parent - The single parent must raise all required children on his/her own, which means a spouse/partner isn't allowed to live in the same household as the single parent and the children. The single parent may romance as much as they like, but moving in a partner to help raise those kids is what's forbidden.

Your single parent Sim may marry or have a live in partner before the first child is born or adopted, but that spouse/partner must be moved out of the household within 24 hours after the first child is born or adopted. After the first child is born, male single Sims may move in the mothers of subsequent biological children for the pregnancy only. The mother must leave the household within 24 hours after the baby is born. Single males may also use other methods, including mods or cheats, of adding their babies to the household without ever moving the mother in at all.

The restriction on moving in the single parent's partner is removed once their youngest child has reached the mid point of the teen age stage (7 days for the unaltered normal lifespan; if you've tweaked the teen stage, it's whatever the halfway point is for your custom stage). After the youngest has reached the mid point of the teen stage, your single Sim may then move in or marry one partner, if you so desire (this obviously isn't required). The partner can be anyone.

If your single Sim has a partner living with them either before the first birth or after the youngest is teen, that partner may keep whatever job story progression assigned them. If that Sim is unemployed, they must stay unemployed, but may earn money via opportunities. Do not roll for section D.

11-21) Couple - Your sim must obtain a spouse or partner to live with them in the household. The spouse or partner does not technically have to be the father/mother of the children, but they must be present in the household.

There is technically no restriction on "serial monogamy" here. If you really want to replace the partner/spouse with a different one, you may. This might prove inconvenient since the new partner/spouse must be moved in almost immediately after the last one leaves, and have the same career you rolled for the last one. He/she is subject to the same roll all-around, with the exception that if you roll perfect careers, only the last partner/spouse is required to complete that objective.

22-23) Mixed Couple - This roll works exactly like Couple, with the added requirement that the children be a mix of biological and adopted children. You must produce at least one biological child, and adopt at least one child. You may have more children than the amount you rolled for to fulfill this rule. i.e., if you roll for 1 child, you will have to have an extra child so you can have both adopted and biological children. If you roll for two children and have biological twins before adopting, you still need to adopt one more. If you wish, you may use a clone from the science center (Generations EP) instead of an adopted child.

24) Mixed Single Parent - This roll works exactly like single parent, with the added requirement that the children be a mix of biological and adopted children. (See "mixed couple" for more clarifications.)

25-26) Step Children - This roll works exactly like Couple, with the added requirement that the spouse or unmarried partner must already have one or more children who are not your sim's biological children. These children must come with their parent into your household. You are allowed to exceed the number of children rolled in section B when moving in the spouse (example: if you rolled 2 kids, and the spouse/partner has 3 little ones, you may take in all of them). You may also exceed the limit in order to produce biological children with the new spouse, but only by one pregnancy, and only if not having a biological heir bothers you. If the spouse/partner brings you less children than required by your roll, your sim must make up the difference by any means--biological or adoption-- in order to reach the total you rolled. The heir may be any of the children: biological, adopted, or a step-child.

27-28) Single Parent with 'help' - Your may not marry or move in a romantic partner. Instead move in a friend, sibling, cousin, etc. to help raise the children. The Sim you move in takes the secondary career; it's like playing the Couple roll, without romance. This 'helper' may have children of their own, but, like your sim, they may not marry or move in a partner (until halfway through the youngest child's teen stage, anyway; for more clarification on that, see Single Parent above). Any children the helper has counts toward the total number of children you rolled, provided that they grow up in your household. So if you roll for one child, only your Sim may have a child in the house, but if you roll two children, your Sim can have 2 and the helper none, or they can have one each, etc.

All children in the house must live by that generation's rules. The helper may move out when the heir comes of age, just like the previous heir, but that is not required.

The option for a single parent to move in their romantic partner when the youngest child is halfway through their teen stage was a fairly recent addition. You may do this for the single parent and the helper as well, if you choose. Four older sims hanging around while the new generation takes over may be tough to manage, though, so keep in mind the option of moving the old generation out when the new one takes over... and the option of simply having the sims remain single/not living with their romantic interest, even after the restriction evaporates. It's all up to you!

29-31) Second Chance - This works like Couple, with the added requirement that your sim must have at least two partners/spouses over the course of his/her generation. The first partner must be in at least partner (boyfriend/girlfriend) status, and you must have at least one child by the first partner/spouse. The first partner/spouse must be moved in and everything. ... At some point after you have had at least one child by the first partner/spouse, that partner/spouse must go, either by death or break-up/divorce/separation. Then, your heir must find another sim to marry or move in. If you roll for only one child it must be by the first partner. If you roll for more than one you can divide them between the two partners however you like, so long as at least one is from the first partner.

If you roll Perfect Careers or Fulfilled as goals, you may choose to reroll, since your partners may not have enough time to reach max careers or fulfill a LTW. But you may keep those rolls if you think you can manage them. If you choose to keep one of those goals, only one partner has to fulfill it, whichever one is in your control for the longest time.

You may use a mod to achieve the death of the first partner, if you've chosen to kill them.

For Secondary careers, roll twice, once for the first partner and one for the second.

32-33) Couple + Friend - Basically you've got the couple, and then you've got a friend/sibling/cousin/whatever crashing on the couch. Or living in a bedroom and contributing to the house like a normal sim, if you prefer! The non-paired sim can be in a romance, but may not move his/her significant other(s) into the household (unless the youngest child is halfway through the teen sta- *COUGH, HACK* blah blah). The friend works just like the helper sim in Single Parent with Help. All the sims can have children in the household, provided you've rolled enough kids. For added fun, your sim might be the single one; maybe his/her live-in friends are the happily married couple! Ooh! What a twist! In any case, your heir rolls in section C for career. The other two can either roll in section D for careers, or one rolls in section D and one rolls in section C.

34) Single Parent with Double Help - Works exactly like Single Parent with Help, except there are two helpers, and none of these three can romance each other (unless the youngest child is halfway through the- hey look! a llama!).

35) Full House - In this roll, you've got your sim and three others. Yes, THREE others. All restrictions are off as to what relationship they are to each other. Are they all siblings? Two couples? Or does your sim have a harem? It's up to you!


Two sims will take careers rolling section C, and two will take careers rolling from section D.

If you roll this and five children, you may either re-roll for # of children, or re-roll family structure. Not both.




B. Number of Children (Roll between 1 and 10) – Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that.
1-2) 1
3-6) 2
7-8) 3
9) 4
10) 5





C. Primary Income (Roll between 1 and 20)
The Primary Income is the job your Founder/Heir will have. Only your founder/heir may make money from this income source. 

1-9) Standard Career – Roll on chart C1 to determine which.
10-13) Non-Standard Career – Roll on chart C2 to determine which. If you have Ambitions, you may join the jobs offered through the town hall (such as painter, sculptor, writer, etc).
14-19) Profession – Roll on chart C3 to determine which. Most of these professions come from AMB, LN and SHT. Reroll if you don't have the required expansion.
20) Job Hopper - Must play a sequence of careers in order, playing each career until you reach level 5 (for careers or professions), or for a week in sim-time (for part time and non-standard careers). Roll ten times for the different careers, and play them in the order you rolled them. Your sim may retire or die before they have played through all ten careers. If you happen to reach the end of the sequence, the sim may stay in the 10th career indefinitely, or you may roll ten more times.

C1. Standard Career List (Roll between 1 and 23)
1) Business
2) Criminal (Thief)
3) Criminal (Evil)
4) Culinary
5) Journalism
6) Law Enforcement (Forensics)
7) Law Enforcement (Super Spy)
8) Education (Use Medical if you don't have GEN)
9) Military
10) Music (Classical)
11) Music (Rock Star)
12) Political
13) Professional Sports
14) Science (
Level 6 of the Science skill unlocks the ability to Correlate Scientific Data at the Science building for cash. You can do this as an extra for the Science career as well)
15)Fortune Teller (Genuine Psychic) (SN required)
16)Fortune Teller (Con Artist) (SN Required)
17)Art Appraiser - Acquisition Branch(UL) To be offered this job, your Sim must reach high level with the Rebel social group. 
18)Art Appraiser - Appraisal Branch (UL) To be offered this job, your Sim must reach high level with the Rebel social group. 
19)Video Game Designer- Engineer Branch (UL) To be offered this job, your Sim must reach high level with the Nerd social group. 
20)Video Game Designer - Game Artist Branch (UL) To be offered this job, your Sim must reach high level with the Nerd social group. 
21)Sports Agent (UL) To be offered this job, your Sim must reach high level with the Jock social group. 
Note: for all UL jobs, you may buy influence with your social group using happiness points. Your Sim does not have to attend Uni to get these jobs, they just have to achieve the minimum influence level with the relevant social group.
22) Astronomer (Astrophysicist) (ITF required)
23) Astronomer (Space Explorer) (ITF required)


C2. Non-Standard Career List (Roll between 1 and 15)
1) Collecting – Collect objects bugs, seeds, rocks, metals and gems, and sell them to earn money. Transfiguration via the World Adventures display case and smelting/gem cutting is allowed. A collector sim may also sell treasures hunted up by pet dogs (Pets EP), sell gems obtained from breaking space rocks (World Adventures EP), and sell collectible objects obtained with the mining machine (Ambitions EP). If your sim digs through trash cans to obtain collectible items, they may ONLY sell the collectible items; no selling electronics picked out of the neighbor's trash can. If your collector sim is a witch (Supernatural EP), do not sell conjured or transmuted items. With Seasons/patch1.42, your collector Sim may pick and sell wildflowers.
2) Farmer and/or Nectar Maker – Grow and sell your own produce or your bottles of nectar. You'll have to choose between these two options when you register at city hall, since they are two different self-employed careers! However, you may register as either, and do both. Also, if you have the Supernatural expansion pack, your farmer/nectar maker sim may sell honey and wax from their own bee hives. Also in the Supernatural EP, your farmer Sim may compete in the daily gardening competition held at the fairy arboretum rabbithole. NOTE: the heir may take over the family's existing garden, if a garden does exist, but may only sell produce they harvest themselves. NOTE: Nectar making is exclusive to World Adventures.
3) Fishersim – Sell what you can fish up. If you have the Pets expansion, you may also sell what your sim's cat fishes up... just don't tell your customers.
4) Author – Write books and live off of royalties.
5) Artist – Paint or sculpt (or both!) and sell the finished products. New with Uni: Make street art for tips is also included in the Artist career.
6) Inventor/Bot-Builder – Sell the fruits of your workbench or build plumbots to sell. Re-roll if you don't have Ambitions or ITF.
7) Busker – Busk with your guitar, drums, piano or bass (or snake charming basket, if you have World Adventures) on community lots to earn money. Additionally, if you have Late Night, you can form a Band to earn some extra cash. If you have Showtime, your busker sim may DJ for tips.
8) Freelance Photographer – Sell photos you take. Re-roll if you don't have World Adventures.
9) Adventurer/Scuba Diver – Whether it's buried deep in a long forgotten tomb or hidden in the depths of the ocean, your Sim seeks adventure. And Treasure. Make money digging up lost relics or snorkeling for treasure. You can combine both activities or focus on just one for your Sim's career.

Re-roll if you don't have WA/IP. Note that you may gather whatever you like from travel destinations to sell, whether it be directly from tombs or from grabbing shiny insects and metals from the world. You may not sell items gathered from the home town; that would fall under the collector roll. You may sell anything found in Treasure chests, whether they are found on land or underwater, on the home world or from a travel destination. You may scuba dive/snorkel in any world (home or travel destination). With Nraas Traveler Mod, you can travel to other worlds besides the standard WA worlds. If these worlds have tombs or dig sites, or dive sites & oceans to snorkel, they are fair game for your Adventurer. The University campus is not a valid Adventurer career world.
10) Freelance Scientist - Devoted to logic and Science, but not feeling the 9-5 laboratory grind? Spend your time searching the galaxy, solving problems over the computer (requires Genius trait), and hacking (requires Computer Whiz trait) instead. Freelance Scientists may also catch insects and collect meteors/space rocks to sell. (You may not sell gems/metals that you find, only space rocks and insects). Also, if you use a mod that allows you to sell the potions created on the chemistry set (Generations) you may sell those for Freelance Science career as well.

New- UL adds a new Science Research station that builds Science skill. Perform experiments and sell the samples you create as a result. At level 9 you may clone those samples and sell them for even more money.
Level 6 of the Science skill unlocks the ability to Correlate Scientific Data at the Science building for cash.
11) Mixologist - Moonlight as a mixologist to make money.
12) Equestrian (Horseman): Make money with your horses. Enter horses in Race/Competitions, breed horses to sell, offer your stallions as studs at the Equestrian Center, and buy untrained horses to train and sell for a profit. You may also catch and train wild horses for sale. (Reroll if you don't have Pets, or if you don't have/can't add an Equestrian Center in your town).
13) Animal Wrangler: Your Sim makes a living from wrangling collectible wild animals like birds, reptiles, insects and rodents (wild horses are not included - that would be in the Equestrian career) and selling them. Animal wranglers can sell the new collectible animals from Pets EP, plus the base game (and other EP) insects. Your Sim's cat may help with this career by stalking prey which may also be sold. (Re-roll if you don't have Pets EP).

14) Alchemist (Supernatural EP) - get ready to study hard, collect nonsense and turn it into potions! Sell these potions for simoleons. Alchemist sims high enough in skill to create the Midas Touch potion may make use of it, but may only sell three gold items per day. Gold items created with the Philosopher's Stone may be also be sold by alchemists, with no daily limit.
15) Dumpster Diver- One Sim's trash is another's Sim's primary source of income. Dive into dumpsters to find items to sell (patch 1.50). If your Sim has the Slob trait, they may also rummage through the neighbors' garbage pails for saleable items. If you are really desperate, you may also sell scrap you find by digging through junk piles at the junkyard(AMB).


C3. Professions List (Roll between 1 and 12)
1) Architect (AMB)
2) Firefighter (AMB)
3) Ghost Hunting (AMB)
4) Medical
5) Private Investigator (AMB)
6) Stylist (AMB)
7) Movies (Film) (LN)
8) Movies (Director) (LN)
9) Acrobat (SHT)
10) Magician (SHT)
11) Vocalist (SHT) 

12) Lifeguard (IP)



D. Secondary Income (Roll between 1 and 16)

The Secondary Income is the job your spouse/partner or 'help' will have. Do not roll for this section if you've rolled a single parent roll (with no help). Only the spouse/partner/'help' can make money from the secondary career.
 

1-2) Standard Career – Roll on chart C1 to determine which.
3-9) Non-Standard Career – Roll on chart C2 to determine which.
10-11) Profession – Roll on chart C3 to determine which. Professions require AMB, LN or SHT. Reroll if you don't have the required expansion.
12) Part Time Job – Your choice, as there's not much functional difference.
13) Day care- Your sims must work at home and take care of their neighbors' kids. Reroll if you don't have Generations.
14) None – This sim must not work to earn money. This means they may not sell paintings or other art objects (though they may create them), sell collected items, etc. They are allowed to earn money through opportunities only.
15) Job Hopper - Must play a sequence of careers in order, playing each career until you reach level 5 (for careers or professions), or for a week in sim-time (for part time and non-standard careers). Roll ten times for the different careers, and play them in the order you rolled them. Your sim may retire or die before they have played through all ten careers. If you happen to reach the end of the sequence, the sim may stay in the 10th career indefinitely, or you may roll ten more times.

16) Blogger - Earn money through blogging. Ask your followers for donations and sell your most popular blogs for cash.



E. Generation Goal (Roll between 1 and 18)

1) Perfect Children – All sim children must age up perfectly. This means you must be allowed to choose their traits at each new life stage (with the exception of the first two, since the birth can be a bit random and out of your control). Note that it is not required to have all positive traits, but only to have had the option to choose all but the first two.

In addition, each child must have maxed skills on the toddler and child toys. Specifically, they must have obtained all 3 levels on the peg box toy, xylophone, toy oven and play table, and have read all 9 toddler skill books (jimmy sprocket is not required).

If you have Generations, children must enroll in an After School Activity, and must achieve the highest level. Teens must either enroll in an After School Class, OR get a part time job, and reach the highest level. Your teen may quit the job once the highest level is reached. Teens also must learn to drive from an adult.

Boarding schools are forbidden for perfect children (as they won't be under your control if they're abroad!).


"Perfect Children" applies to the children of the generation it is rolled for. If you roll perfect children for generation 2, it is generation 2 that must raise perfect children, and generation 3 who end up being "perfected".

2) Perfect Careers – All careers and jobs for the heir (and the spouse, if applicable) must be raised to the highest level. In addition, all skills related to that career must be level 10. For example, if sim A is in the military career and his partner sim B is a sculptor, sim A must have maxed athletics and handiness, as well as reached level 10 in his/her career, while sim B must have maxed the sculpting skill.

If one of your sims is a Job Hopper, they don't have to do anything special. If this doesn't apply to either of your adult sims (ie, one is an adventurer and the other has no career, or they both are job hoppers), then re-roll for this category.

Non-Standard Careers don't need to be maxed, just the skill involved. Though you may try to max the career level if you choose. Freelance Scientist needs max logic.


If you have UL, you may send your heir/spouse to University if you choose (not required). However, if you do choose to send them to Uni, they must achieve a GPA of 4.0

3)Expansionist – Put at least one major expansion onto your house during this generation. Examples of expansions include a new nursery with space for all the toddler toys and an attached outdoor playground, a guest apartment for the previous generation elders to live in, or an artist's retreat with room for painters, sculptors and drafters to practice their art.


4)Fulfilled – Both your heir and their spouse (if applicable) must obtain their LTW. Changing the LTW via aspiration reward is allowed.

In addition, any Wish that is "promised" (that is, pinned to the board) MUST be fulfilled. You may only cancel a promised wish if it becomes impossible to fulfill. (for instance, "play game with sim" when said sim has died.) You do not have to promise every (or any) wish, but once promised this rule applies.

5)AWESOME! - You must accomplish something really awesome, preferably related to your heir's career or traits, though miscellaneous awesome is allowed. Examples of this include creating a sim bot, putting together a complete gallery of all Egyptian relics, finding and displaying all gems, bugs, or metals in the game, etc. Use your imagination – I'm sure there's something you can find to do. If you're blogging or otherwise writing a story about your sim family, make sure to mention the awesome you got up to.

6) A Party To Remember - Throw an epic party at your home lot. Choose 1 party from the 4 available options. Each party requires at least 5 guests.

First choice: An event party
*Some kind of drama has to happen at this party. Maybe a wedding, a birthday, a funeral, a break up... whatever kind of drama you can come up with. If you choose to throw a Bachelor/ette (Gen), Feast, Gift-Giving or Costume (Seas) party, that will count as the drama or event as well. Whatever type of party you throw, you must also fulfill the following requirements.
*Serve a three-course meal - Appetizer, main course and dessert, all of at least very nice quality, laid out buffet style.
*A steady flow of drinks - You must serve very nice or better nectar if you have world adventures, or have a Sim skilled in mixology mix drinks, or hire a bartender (LN only, requires you to but a professional bar). If you only have the base game, serve juice.
*Live entertainment - one of your Sims must perform a song on guitar, piano, bass or drums, or perform a successful snake charming. If your Sim is the Magician, Acrobat, or Singer career, thy may perform at the party as entertainment.

Second choice: A swimwear/Pool party:
*Your sims and your guests must wear swimsuits. If you have Seasons, you may make this an official Pool party, or just use a regular house party with Swimwear as the outfit
*Drinks are optional, not required.
*Your Sim must have a pool.
*Your Sim must prepare a meal on a BBQ during this party (very nice quality or better).
*Your Sim must serve an appetizer and dessert (very nice or better). The appetizer and dessert can be prepared beforehand, but the BBQ meal must be cooked while the party is on.
*You must have an outdoor activity (swing or slide, gnubb or trampoline, etc.)

Third choice: An afternoon tea party:

*You must serve a baked angel food cake of at least good quality.
*You must serve 2 rounds of coffee cups from the most expensive coffee machine in your game. You may serve cocktails drinks too, if you like.
*The guests must have all a good relationship with the host (at least best friends).
*You must perform at least 2 different songs on the piano or guitar during the afternoon.

Fourth choice: A sport party:
*You must use the most expensive TV you've got in your game. You must play the sports channel.
*You must serve cocktails or juice. Cocktails must be of good quality or higher.
*You must serve a three course meal including a slice of pizza as appetizer (replace it by any other meal if you've rolled the "no strangers" goal in section F), a plate of prepared junk food of good quality (sandwiches, cheesesteak, hamburgers, or hotdogs for instance) and a dessert of good quality.
*You must serve the meals in the same room as the TV.


Fifth choice: A kid's party:
*This party can be hosted by the heir while he/she is still a child (if you've chosen an heir that young), or by a grown up heir throwing the party for his/her children.

*You must invite at least 5 child age guests. Teens and adults are allowed, but you must invite 5 children.
*The child host must serve a pie of at least very nice quality baked on the child's toy oven. (Requires maxed skill on the toy oven) If there are multiple host children, only one has to bake the pie.
*The adult host must also serve a meal and dessert plate of at least very nice quality. Any meal is acceptable, but kid friendly foods like PB&J, grilled cheese, hot dogs,  etc. are ideal.
*The child host must give a gift to each child guest. A toy or teddy bear would be great, but the gift is up to you. If you have multiple children in your household, they may divide the gift giving duties, as long as each guest child gets a gift given by a host child.
*The children must engage in group activities. Anything that multiple children can do is acceptable: playground equipment, costume chest, playing tag, video games, telling ghost stories, etc.
*(Optional) Choose a fun theme for your party and decorate for it, or throw a sleepover.

7) Living Green - Must live Eco-consciously. These restrictions take effect when the heir of the generation they're rolled for becomes a young adult, and continues until the next generation's heir reaches young adulthood.
* Must never take taxis. Carpooling to work or using the fire engine is ok, but sims must bike at all other times. If a sim takes a taxi, that's ok, but cancel the action and give them whatever bike they'd lost asap. Sims caught out without a bike must walk or jog until they arrive at a lot where you can give them a bike.

*If you have the appropriate expansion, rowboats and sailboats are allowed.
* Must use an eco-friendly laundry system. This consists of the expensive washing machine and a clothesline (no dryer allowed!). You may have multiple washing machines and clotheslines.
* Must grow your own produce and fish your own fish. You may purchase meat, dairy, eggs, etc from the store, but nothing that you can normally grow in your own garden or fish out of water. Cake and baked goods from the toy oven are okay to eat. Your sim doesn't have to eat organic or vegetarian food, normal food is ok, as long as you've grown the produce yourself.
* Must not waste fuel flying around the world. Your sims may only take one vacation per week.
* If your sim invents, you may not purchase scrap. You must salvage it on your own.
* You may not purchase 'new' furniture via the buy mode this generation, with the exception of bikes, bike racks, recycling bins, and your eco-friendly laundry system. You must obtain it 'used' from the junkyard, from dumpster diving, or steal it from community lots and other homes(Klepto trait). The exception is if you are playing generation 1, in which case you may purchase as many beds, cribs and hampers as necessary, all toddler/child toys, one fridge, one oven, two sinks, one toilet, one shower, one dresser, one mirror, one bookcase, one counter for food preparation and one counter for a drop in sink. In addition, your family may buy enough seating to accommodate the total number of Sims rolled for that family (so, if you rolled couple with two kids, that's seating for four). You may buy whatever type of seating you prefer, but it must be just enough to seat the number of Sims. So, if it's seating for four, you may buy four dining chairs, or a two seat sofa and two dining chairs, or a three seat sofa and one living chair, etc. You may also purchase one table (like a dining table if you opted for dining chairs, or a coffee table if you chose a sofa set.) If you rolled for a self-employed career like artist or inventor, you may buy the required object to do the job. Exception is for author, you may not buy a computer, desk and chair. Use the library to write your novels. There are no restrictions on build mode or on purchasing lighting fixtures. You may buy as many plants as you like for decoration, but no other decorative items may be purchased. you may buy a burglar and fire alarm.
* Your sim must either create a new park/nature-themed lot from scratch, or improve significantly upon an existing lot. In both cases, the sim must fund the project by subtracting the cost of the improvements or entire lot from the family funds, or by buying the lot. Fishing spots and beaches count for this.

8) Deadbeat Parents - Opposite of Perfect Children. Do NOT potty train, teach to walk or teach to talk any toddlers. Do NOT read any toddler books to them. You must not be given the choice to choose any traits, apart from the first two, as they are a bit random and beyond your control. Keep in mind that for children and teenagers, school performance is the factor that determines your ability to choose the next trait. (If you roll this for section E and "Runs in the Family" for section F, re-roll one or the other, since these two rolls conflict.)

Children in this generation are allowed to skill freely, without the aid of their parents. Skills do not affect the school performance. Note that field trips will improve your child's grades, so you are better off skipping them. Avoid doing homework and skip school frequently to keep those grades low.

9) 5 Star Celebrity - Your heir must become a household name and obtain a glittering 5 star celebrity status. (ONLY the heir needs to do this, not spouse or other family members.)

10) Change of Scenery: Your Sim is fed up of the same 4 walls and wants to move. Re-roll if generation 1.

Either: 1. Delete everything in your house which isn't Sim made (paintings, etc.), a career trophy, or from a vacation world. Then demolish your house, and build a new one from scratch. 2. Place a pre-built house somewhere in your town and move into it. 3. Move into another existing house in your town. 4. Move your Sims to a new town. If you choose this option, then for neighborhood continuity reasons your Sims may NOT move into a town your legacy has already lived in. Also if choosing this option, you may choose to keep your old house, but plop it down somewhere in the new town.

11) Social Bunny - Once a Sim week (Sunday to Saturday) your sim must either go on a date, or on a group outing. It's not required that these outings get a "great" rating, or are even liked, what's important is that they happen. Try to vary the places you go as well, although that's not a requirement.

12) Property Mogul
- Buy parts of at least 3 rabbit holes in town (whatever you want). You don't have to be the owner, only at least a partner. You can also buy venues, and upgrade them. You are allowed to collect on the funds generated by these properties.

13) The Opportunist - Your Heir must complete ALL Opportunities that they are presented with, with the exception of ones relating to travel. You may also skip Celebrity related opportunities if you are trying to avoid the celebrity system in this game. An opportunity can only be canceled if it becomes impossible to complete (due to the Sim who gave it to you dying, EA bugs etc.)

14) Idle career - Your sim won't make any effort in his/her career. Don't learn any skills, read any books or do any opportunities for the career. If you reach the top of your career's level, it won't be because of your efforts, but only because it's just YOU. If you've rolled a C2-career, you are allowed to learn only 2 levels per week for the required skill (so maxing the skill during the child or teenage stages would be a good option). If you’ve rolled for the adventurer career, you’re only allowed 2 travels per week.

15) Hobby, or Obsession? - Pick a "Hobby" for your Sim, based on their traits, or on their character as you see them. The heir (and spouse where applicable) must spend at least 5 Sim hours a week pursuing their hobby. Your Sim must not make money from this hobby. If you use writing, then only use "Practise writing" and not "Write a book".

16) Perfectionist: Choose a skill for your Sim to be perfect at. Your Sim must max this skill, and also complete all skill challenges related to this skill (found in the Skill Journal of your Sim's Skill Panel), except in cases where the skill challenge requires your Sim to make money to complete the challenge.

Exceptions example: in the instruments skill challenge, Money Maker requires your Sim to earn 25k in tips and cannot be completed unless your Sim rolled Busker, and the writing skill, which requires you to earn royalties and therefore cannot be completed unless your Sim rolled writer as a career, and in the mixology skill's Master Mixologist challenge, which requires your Sim to earn money moonlighting at bars, and cannot be completed unless your Sim has rolled Mixologist as a career.

Another exception in the Mixology skill challenge is for Professor of Drinks, which can't be completed unless you have every type of bar in your neighborhood (learning all the drinks requires all the bars be available to learn their unique drinks.) So, if the town you are playing in does not have every type of bar in place, you are exempted from completing Professor of Drinks.

There may be other skill challenges that we have not noticed which cannot be completed because they require skill based income, or something that's unfair to expect every town to have, etc. If you find one, please report it in the MTS thread; those challenges will be specifically exempted as well.

17.) Photogenic - Your sim loves to be looked at! Paint, photograph, or ice-sculpt five portraits of the heir and display them in your house. If you choose to take photographs, they must be the "large portrait" or "panorama" size. At least one of these portraits needs to be of your heir during his/her childhood years (toddler, child, or teen). Also create one portrait of each of your heir's children (during any of the childhood stages) and your heir's partner (if applicable). All of the portraits can be taken down and removed after your heir dies, if you so desire. Re-roll if generation 1, since this is one goal that more or less begins before the heir even takes over.


18.) Career Student - Your Sim loves to learn! Choose One of the following two options:
Ivory Tower: Your Sim wants to immerse himself in academia. Or frat parties. Earn three Univerity degrees.
The Dilettante: Your Sim just loves learning new subjects. Take 10 different classes offered by the rabbit holes around town. This Wiki Page has a chart with information about which classes are offered by the different buildings. There are 10 classes offered in the base game, so if that's all you have you will be taking all 10. If you have EPs that offer new classes, you may mix and match, choosing whichever classes you like, as long as you total 10.


F. Miscellaneous Fun (Roll between 1 and 19)


1) Hands Off - You may not use the robotic hand of god function in awesomemod, or otherwise use your mouse to move things from one inventory to another, clean up laundry, dirty plates, etc. Let those sims clean up after themselves for a while. All items for careers must be sold in the Consignment Store (Ambitions), or to rabbitholes that will buy them (i.e. a gardener career Sim may sell produce to the grocery store).


2) Random Traits – Click the random button every time you're asked to pick traits. This applies to the heir in the current generation. For example, when generation 2 has their first child, so they roll the rules for generation 3. “Random Traits” comes up as one of those rules, so for this child and all of their siblings their traits must be randomized. But if that rule doesn't come up for generation 4, the children of the generation 3 heir don't need to be randomized. You may still choose LTWs for the sims. If you roll Random Traits for generation 1, randomize the founders' traits in CAS.


3) Runs in the Family – Pick a trait. Preferably a trait one of the parent sims has. Every sim born this generation must have this trait before reaching young adulthood.


4) No Strangers – You may not call any service sims to the lot. This includes pizza delivery sims and babysitters; if both of your sims have to work, tough!


5) Partier – You must throw at least one party every sim week (Sunday AM to Saturday PM).


6) Homemade - Your sims must only eat cooked dishes (no quick meals), and they may only cook a dish if they have the required ingredients in the refrigerator. In addition, they must harvest all produce and fish all fish on their own (it's allowed to harvest from community lots). They may purchase meat, eggs, etc (and milk, rice, etc if you're using a better ingredients mod) from the store. You may eat food cooked with the toy oven, but may not eat birthday/wedding cake or raw ingredients (if your sim does so autonomously you don't lose, but cancel the action as best you can). This restriction does not apply in a World Adventures tomb (Egypt, France, China), since prepared meals will rot in your sim's inventory.


7) Hidden Heritage - The mother(s)/father(s) of the heir's children must have a special hidden trait. These hidden traits are found on WA locals/tourists, Supernatural lifestate Sims, and certain service NPCs. For more info about hidden traits, see HERE

To find a Foreign hidden trait Sim, you may travel to a WA location and find your partner there, or partner with a WA tourist visiting your town. You may also move any premade WA location family to your hometown. If you live in a custom world that has premade families who have the foreign hidden traits, you may also partner with one of them. (Note, the Sim must have the actual hidden trait, not just a French, Asian or Egyptian name). You may add foreign culture traits to families in your neighborhood where appropriate, or seed your town with families who have a foreign culture trait. But you may not create a Sim specifically to be the partner of your heir.
For Supernatural Sims, any supernatural life state Sim that you can breed with counts: ghosts, vampire, genie, imaginary friend, fairy, werewolf, witch, alien. If you use a mod that allows breeding with Simbots, that's fine too. As with the WA rule, you may populate your town with Supernaturals as needed, by taking families from other towns or turning your neighbors. You may add CAS created supe families to your town at any time, but you may not create a Sim specifically to be the partner of your Sim in this roll.
For NPC Sims, you can partner with any suitable service NPC. The ones that have hidden traits are: Maids, Police, Firefighters, Burglars and Pizza Deliverators. Note: For this roll, playable Sims in the Crime, Law Enforcement or (Amb) Firefighter careers do NOT count. Your Sim must partner with a service NPC. Of course if you marry/move them in, they cease to be service NPCS and must take whatever secondary career you rolled, but they must start as service NPCs, not neighbors.
For any category, you may edit the looks of the partner inCAS, because Vanilla Pudding is not a heritage you want to pass on to your heirs.
Also, sometimes the hidden traits pass on to offspring, but sometimes they don't. The next generation heir is not required to have a hidden trait, they just have to have a parent with one.
For additional flavor, you can try to dress/decorate this generation to reflect the heritage of the hidden trait parent. This is optional, as the supernaturals or NPCs might not have a fashion or decor tradition that's different from the standard in your town. But if the son of your maid wants to wear the maid outfit when he grows up as a family heirloom, more power to him.

8) Half-Siblings - No two pregnancies or individual adoptions this generation may be with the same partner. Re-roll if you only need one child. Note that you can have half-siblings at any time in the legacy; this roll only forces you to do so.


9) Luxury - Replace the furniture of any room by the highest quality in the catalog. (Highest quality means having the maximum number of + signs in the object description. Not necessarily the most expensive item). Reroll if you've also rolled Living Green as your goal for this generation.


10) Tattoo Addict - your sim must have a new tattoo every Sim week (Sunday to Saturday). The addict can be the heir or the spouse/partner (unless you've rolled single parent; then obviously the heir must be the addict). 


11) Fighter - get into a fight or bar brawl every Sim week. (Sunday to Saturday). The fighter can be the heir or the spouse/partner (unless you've rolled single parent; then obviously the heir must be the fighter). 


12) The Joker - If you roll this, then you do not have a "Misc Fun" objective for this generation. You also have a "Get Out of Jail Free" Card, so to speak. You are allowed ONE extra re-roll of Challenge objectives. You may spend the Joker on any roll in any generation after it's rolled (including the one it's rolled for). Note that you're only allowed to re-roll for a single category.

13) It's so YOU - when the heir reaches YA, remake every room in the house to match the favorites and traits of their owners. Each bedroom should match their owners, and the general rooms should match those of the Sims who use them most, or the heir and heir's spouse. The heir's children should also have rooms in their favorite color(s).


14) Live Your Trait - Choose one of your heir's 5 traits to live by. The heir, starting at YA age, will have to do something every day that reflects this trait, and must fulfill any wishes that come up that are related to this trait, up to 5 wishes a day.


If your heir rolls more than 5 trait related wishes in a day, you only have to do 5, though you can certainly do more. (Except for wishes related to the trait that would require you to break the income restriction rules). It's not required to complete the wishes on the same day they are rolled, but try to complete them as soon as you can. 

Not every trait will be suitable for this rule, so you must be sure when choosing traits for your heir that you pick one that can be used for this rule. It must be a trait that allows you to actively do something every day for this trait and gives you wishes you can fulfill. For example: artistic, athletic, virtuoso, neurotic, good, evil etc are good, but clumsy, loner, can't stand art, lucky, unlucky, etc. are not good. Your heir can have these traits, but you must have one trait with related activities and wishes to choose as your dominant trait.

15) Fashion Diva - Your Sim like to keep up with the latest trends. They must Plan Outfit and change at least ONE of their outfits at least once a Sim week (Sunday AM to Saturday PM). Making extra outfits is also allowed if you don't want to lose the one you have.


16) Gourmet - Your sims must cook their favorite meal at least once, as well as the favorite meals of every active member of the household. If you have this goal, you're not allowed to change your sim's favorite meals (by using the reward for instance). The only exception is for players that have WA and don't want to travel. These ones are allowed to reroll until they obtain a meal they can cook in their neighborhood. If you have this goal in generation 1, use the random button to select your sim's favorite meal, color and music. If you have pets, every pet meal must be cooked. All meals must be of normal quality or higher.


17) A Sim for All Seasons - Your Sim really gets into the spirit of the season. Your heir must have a different Everyday outfit suited for each season. The outfit doesn't have to be overly themed, like snowflake sweaters for winter, just suited for the season's weather. Also, you must decorate some part of the house or yard with a seasonal decoration for each season in turn. You do not have to conform to real world seasonal themes or holidays; if your Sim wants to celebrate winter with hearts and rainbows, that's fine. The point is to have something different on display for each season. It doesn't have to be the whole house, it can be as small as having one seasonal item your Sim displays each season. Finally, the four seasonal holidays, Leisure Day, Spooky Day, Snowflake Day, and Love Day, are major events in your Sim's life, and your heir must celebrate the holidays by either attending the town festival that day for at least a few hours, or they must throw a seasonal party at their home or a community lot.
Reroll if you don't have Seasons, or your Sim lives in a town with less than 3 seasons.

18) My Precious - When your Sim finds something he likes, it's really hard to let go. Your heir will devote space in the house (or yard, garage, etc) to building a collection of precious treasures that may not be sold or stashed in the inventory for the duration of the generation. Choose one of these four collection options (Or get really crazy and choose more than one, but only one collection is required)
A. It's My Birthday, and I Wants It: Every gift your Sim receives is a precious treasure to be cherished. All wedding gifts, gifts received as a celebrity or from admirers in the attraction system and gifts received from gift-giving parties must be kept and displayed in the house. Do not choose this option if you use mods that squash the celebrity and attraction systems.
B. Our Only Wish, to Catch a Fish: All that glitters isn't gold, but it is glittery, and there are so many glittery treasures to be found in the natural world. At least once a week, your Sim must go out and find a gem, metal, insect, space rock or fish to add to the collection. Choose only one category to obsess over. Gems and metals may be displayed in raw form or cut/smelted as you choose. Fish can be displayed in bowls or an aquarium. Keep them alive! For gems/metals/spacerocks/insects, your Sim must display one of each kind that you pick up, so when you pick up your first ruby as a gem collector, you must display the ruby. Subsequent rubies do not have to be displayed. For fishes, you only need to keep one of each different knd of fish you fish up, not every single fish. You may replace an older fish with a newer of one the same type that is higher quality (so that you may pursue the Perfect Aquarium LTW along with this goal).
C. So Bright, So Beautiful, My Precious: Your Sim cannot resist buying new treasures to add to the collection. At least once a week, your Sim must purchase something new from the Decor section of the Buy mode catalog, or from the Consignment store (excluding books and nectar) and place their purchases on display in the home. These items should be something special and related to each other in some way, and displayed together as a collection, not just random house decor that blends in with the other furnishings, like throwing a paper towel rack in the kitchen, a new rug in the bathroom and a pen cup on the desk.
D. Wicked, Tricksy, False!: The most precious treasures of all are those you take from others. Your Sim must go out at least once a week to steal a new precious for the collection from either another Sim's home or a community lot. (Kleptomaniac trait is required for this option). Anything your Sim steals with the Klepto trait must be kept on display. This does include light fixtures and other weird junk. Because it's all precious, or you wouldn't have stolen it, right?

19) Opposites Attract / Perfect Match - Ah, but sometimes there are good reasons for a pairing! This rule has two flavors. You may choose only one.

Flavor A (Opposites Attract): Your heir may only procreate with sims who have a trait that conflicts with one (or more!) of their own. For this roll, it will be important for your sim to have a trait that can conflict with others, so when you are choosing their traits you may want to keep this list of conflicting traits in mind.

Flavor B (Perfect Match): Your heir may only procreate with sims who share at least one of their own traits. For added fun, see if you can make a big deal of that trait in your gameplay.

For both flavors, the restriction only applies to the heir and the sim(s) the heir will have children with during the course of the generation, so in rolls such as 'single parent with help', the helper sim is exempt. Re-roll if your heir was subjected to "deadbeat parents" because of the rolls of the previous generation, or if your heir will not be continuing its line through breeding. If you like, you may also re-roll if you have "step children" for family structure, since both rolls narrow your heir's choice of a partner, and we do want to see your legacy continue! NOTE: You may not alter the traits of the heir's potential mates to contain one that conflicts or matches; they must have been assigned it by the game! So if you roll this plus a couple roll on generation one, you may either re-roll, or simply not create the spouse sim in CAS, and instead find a suitable candidate in the town.


For more fun, scroll down to the Optional Rules section for New Section G (Optional), goals for Pets (To be completed by the pets in your family) and for New Section H (Optional) 10 Generations Goals (Goals that run for the full length of the legacy, to be completed by each generation).

The Optional Rules - Last Updated 9th November 2011

General Rules
1. The Famous "Heir" Rule : Once you know how many children your Sims need to have, Roll a random number between 1 and <Number of Children>. The number rolled will be the number child born (in chronological order) who must be heir.

If playing this rule, you are not allowed under any circumstances to influence any of your children's gender.

Optional Goals For Pets (Pets EP only)
These are optional goals for similar to the goals for your Sims in Section E of the Rules. These Pet goals are entirely optional, you don not have to roll or choose one if you have pets in your family. As these are optional rules, you may simply choose one from the list if you feel like giving your pets a goal to achieve, or you may roll for it for than random flavor,.

SectionG: Choose one option or Roll 1-4

1. Fulfilled: Similar to the Fulfilled goal for Sims, you must fulfill all the promised wants for every major pet ( cats, dogs or horses) you have in this generation. You may not cancel (right click) any wish you have promised, unless the target of the wish is no longer available (i.e. a promised wish to sniff someone who dies before the wish is fulfilled) or cannot be completed due to game errors/weirdness.

2. Perfectionist: Each major pet in this generation must max a skill (hunting for dogs and cats, and choose either Jumping or Racing for horses). Note: This rules requirement has ben reduced to simply maxing one skill, as in testing it proved too difficult to achieve the skill challenges as well. But of course you may still strive for that.

3. Fighter: (Cats and Dogs only. Re-roll if you only have Horses for this generation). Choose one of your cats or dogs to be a Fighter for this generation. This pet will have to get in a fight with another animal every week. The fight can be with other pets, in the same household, or strays or neighbor pets, or raccoons. Taking down stalked prey does not count as a fight.

4. Explorer: Your pet likes to explore the world. At least once a week, your chosen pet goes off on his/her own to visit a park or other location to play, hunt, explore or whatever pet things they like to do.

Optional 10 Generation Goals:
These are optional goals that would run the full 10 generations of your legacy, something that each generation must contribute to. (If you have a legacy already underway, you may pick up one of these goals and work on it for the remaining generations.)
You may either choose one (or more if you are feeling ambitious) from the list, or you may roll for it as you do the regular goals.

Section H: (Optional) Choose one option, or Roll 1 - 6. 
(Choose or roll this category only once during your legacy, either when you start a new legacy, or at the time you add this goal to a legacy that is already running.)


1. Remember the Past- Historians document the famous faces of the past, and your family doesn't want to be forgotten. Create a portrait of each of your 10 heirs and hang them within your house. These portraits can be painted, sculpted, or photographed.

2.
Pet People-
Some people just love animals, and this quality seems to run strong in your Sims. Raise a family of dogs, cats, or horses for 10 generations. (So, have a 10 generation family of dogs, cats, or horses.) Depending on the life span of your Sims and your animal of choice, this goal will not last for all 10 generations of your legacy.

3.
Hall of Fame- Your family's accomplishments are so important that they deserve a house of their very own. Create a museum that catalogs the achievements of your legacy family. For each heir, create one portrait (painting, sculpture, or photograph) and hang it in the museum. Also, display and showcase your heirs' various accomplishments from their high school diplomas to their achievement awards (certificates of level 10 skills and career related trophies). If your heir has created any masterpieces in their line of work or relating to their hobbies, these can also be added to the museum. For example, if your Sim is an author, add a bookshelf to the museum to hold all their novels, or if they were an artist hang up a few of their paintings. Along with their portrait, each heir needs to be somehow represented within the museum. This can be related to your heir's career (as explained earlier) or their hobbies or traits.

The museum must be built on a lot outside your Sim's home. It can be as small or large as you wish, but must be created (or at least started) before your fourth generation takes over. Furthermore, if you decide to move your family to a new town after you've already built the museum, you can either:

A) Take all the objects and portraits from your museum and put them in a new museum in your new neighborhood.

B) Save your museum to the bin and place the entire lot in your new neighborhood.

C) Start a new museum in your new neighborhood and leave all the old memorabilia behind.

4.
Skilled- Perfection is the aim, and skilling is the game. Each of your 10 heirs need to learn and max a different skill unrelated to their careers. For each generation, choose a skill to have your heir focus on in their spare time. These skills can overlap from generation to generation if necessary. So, even if your generation 1 heir chooses to max the charisma skill for example, you are still free to choose that skill for any future generation. Mixing up the different skills is encouraged but not required.

5.
Wish Upon A (Different) Star- Shoot for the stars, or in the case of your family a new star for a new generation. Each of your 10 heirs must fulfill their lifetime wish. Furthermore, each of their wishes must be different than any other heir's lifetime wish.

6.
Real Estate Powerhouse- Your family dreams of owning every building in town. For every generation, your heir must purchase a new property around town. These can be venues or rabbitholes, and you are free to collect money off of them and improve them. Try to relate which building your heir purchases with their personality. A bookworm might buy the library whereas a family oriented Sim might be interested in a playground. A grumpy Sim might want to purchase the graveyard. When you buy venues, try to customize and personalize the property to the tastes of that generation.

As optional goals, failing to meet one of these requirements does not mean you fail the challenge. These are simply ideas to make your legacy a bit more difficult and interesting.