[These
are the May 2018 revised rolls. If you're looking for the classic rolls, they're still right here.]
SECTION A: Family Structure (roll between 1 and 15)
This determines how many adults you will need in each generation to raise the children.
1-3) 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 isn't required).
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 a
career for them!
4-6) Couple
- Your sim must have a spouse or romantic partner living with them in
the household. The second sim 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 soon after the last one leaves (to
preserve the family structure roll), 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.
7) 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.
8)
Mixed Single Parent - This roll works like single parent, with the
added requirement that the children be a mix of biological and adopted
children. (See "mixed couple" above for more clarifications.)
9)
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 heir'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 in order to reach the total you rolled. The heir may be any
of the children.
10)
Single Parent with 'help' - Your may not marry or move in a romantic
partner. Instead move in a friend or relative to help raise the
children. This 'helper' may have children of their own in your
household, but, like your heir, 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 raises in the household counts toward the total
number of children you rolled. So if you roll two children, your Sim can
have two and the helper none, or they can have one each, etc.
All children in the house must live by that generation's rules.
11)
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.
12)
Second Chance - This works like Couple, with the added requirement that
your sim must have at least two partners/spouses over the course of
their generation. Your heir 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, by any means
(death, break up, separation, etc.) Your heir must then find another
romantic partner to take their place.
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.
Note that you should roll separately for each partner in section C.
13)
The Shake Up - A hybrid of the Second Chance and Single with Help roll.
It works like Second Chance, with one partner being swapped out for another at some point during the generation, but either the first or second "partner"
in the household cannot be romantically involved with your heir (instead, they are a friend or relative).
As always, your heir may not have children with the 'helper' sim (the friend or relative).
14) Couple +
Friend - Basically you've got the couple, and then you've got an adult
friend or relative in the house too. The non-paired sim can be in a
romance, but may not move his/her significant other(s) into the
household. 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!
15) Full
House - In this roll, you've got your sim and three others. Yes, THREE
others. All restrictions are off as to what relationship the four sims
are to each other.
If you roll Full House and five children, you may either re-roll for # of children, or re-roll family structure. Not both.
NOTE:
if you have rolled a family structure that prevents your sims (heir or
helpers) from having romantic partners living with them, this
restriction is lifted when the youngest child in the household is
halfway through the teen stage (7 days for unaltered teen stages). This
applies to Single Parent, and also applies to any other roll with
romantic restrictions.
These late additions to the
household may keep whatever career Story Progression has assigned them,
but try not to be cheaty about this. Do not roll a career for them. Note
that you are not required to add these extra people to your household;
the option is only there for storytelling purposes.
Section B: Number of Children (Roll between 1 and 10)
These children will be raised in the household by the heir and the other adults as outlined in family structure. The children can be biological, or adopted (either officially adopted or functionally adopted). What's important is they are raised in the household. Exceeding this number by having
accidental twins or triplets is fine, but you must not have more
children after that.
1-2) 1 child
3-6) 2 children
7-8) 3 children
9) 4 children
10) 5 children
Section C: Income (Roll between 1 and 55)
This
will determine how your sims make money. Roll once for every sim the
Family Structure (section A) requires in the generation, and use your
own methods of determining which sim takes which job.
If
you've rolled single parent, roll once. If you've rolled second chance,
roll three times. If you've rolled Full House, roll four times. Etc.
Only the sim assigned the career you roll may make money from it; other
sims in that generation may only make money from their own rolled
careers.
1) Business
2) Criminal (Thief branch)
3) Criminal (Evil branch)
4) Culinary
5) Journalism (This sim may also make cash from blogging.)
6) Law Enforcement (Forensics branch)
7) Law Enforcement (Super Spy branch)
8) Education
9) Military
10) Music (Classical branch)
11) Music (Rock Star branch)
12) Political
13) Professional Sports
14) Medical
15)
Science (With University Life, 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.)
16) Fortune Teller (Genuine Psychic) [Supernatural]
17) Fortune Teller (Con Artist) [Supernatural]
18) Art Appraiser (Acquisition Branch) [University Life]
19) Art Appraiser (Appraisal Branch) [University Life]
20) Video Game Designer (Engineer Branch) [University Life]
21) Video Game Designer (Game Artist Branch) [University Life]
22)
Sports Agent (At level 3, the Sports Agent unlocks the ability to write
sports books. Your sim may do this if you wish, but every other type of
book still falls under the Author career, not this one.) [University
Life]
23) Astronomer (Astrophysicist) [Into the Future]
24) Astronomer (Space Explorer) [Into the Future]
25) Architect [Ambitions]
26) Firefighter [Ambitions]
27) Ghost Hunting [Ambitions]
28) Private Investigator [Ambitions]
29) Stylist [Ambitions]
30) Film (Acting branch) [Late Night]
31) Film (Directing branch) [Late Night]
32) Acrobat [Showtime]
33) Magician [Showtime]
34) Vocalist [Showtime]
35) Lifeguard [Island Paradise]
36)
Collecting – Collect objects bugs, seeds, wildflowers, seashells,
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 may also sell treasures hunted up by pet dogs, sell gems
obtained from breaking space rocks, and sell collectible objects
obtained with the mining machine. If your collector sim is a witch, do
not sell conjured or transmuted items. Do not venture into tombs or into
travel destinations to gather items; that falls under the Adventurer
roll. Do not use the University Life science skill to clone collectible
objects for selling; that falls under the Freelance Scientist roll.
37)
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, and compete in the daily
gardening competition held at the fairy arboretum rabbithole. If you
have the canning station [store content], your sim may sell any jars
that result from produce they could have sold. A sim in this career may
take over the family's existing garden, if a garden does exist, but may
only sell produce they plant and harvest themselves.
38)
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.
39) Author – Write books!
40) Artist –
Paint or sculpt (or both!) and sell the finished products. If you have
the University Life expansion, an artist sim may also keep tips from
Street Art.
41) Inventor/Bot-Builder – Sell the fruits of your workbench or build plumbots to sell.
42)
Busker – Busk with any instrument on community lots to earn money. If
you have the Late Night expansion, your sim may form a Band to earn some
extra cash. If you have the Showtime expansion, your busker may DJ for
tips.
43) Photographer – Sell photos you take.
44)
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. 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. 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 the Adventurer.
45) 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). If you use a
mod that allows you to sell items created on the chemistry set, a
Freelance Scientist may do that. If you have the University Life
expansion, your Freelance Scientist may use the Science Research station
to perform experiments and sell the samples. At level 9 of the science
skill they 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; a Freelance Scientist may do
this as well as a sim in the Science rabbithole career.
46) Mixologist - Moonlight as a mixologist to make money. [Late Night]
47)
Equestrian - Make money with horses. Enter horses in Race/Competitions,
breed horses to sell, offer 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. [Pets]
48)
Animal Wrangler - Your Sim makes a living from wrangling collectible
wild animals to sell. These include birds, reptiles, insects and rodents
(but not horses, dogs or cats). Your Sim's cat may help with this
career by stalking prey which may also be sold. [Pets]
49)
Alchemist - Sell alchemy potions. 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.
[Supernatural]
50) Dumpster Diver- One Sim's trash is
another's Sim's primary source of income. Dive into dumpsters to find
items to sell (added with patch 1.50). If your Sim has the Slob trait,
they may also rummage through the neighbors' garbage pails for saleable
items. If you have the Ambitions expansion, this sim may sell scrap
found by digging through junk piles at the junkyard.
51)
Job Hopper - Play a sequence of careers in order, playing each career
until you reach level 5, or for a week in sim-time (whichever comes
first). Roll ten times for the different careers, and play them in the
order you rolled them. Your sim can 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.
52) Part Time Job – Your choice, as there's not much functional difference.
53) Day care [Generations]
54) Resort Owner - Make money from resorts. [Island Paradise]
55)
Unemployed – Exactly what it says on the tin. This sim is allowed to
earn money through random opportunities only. You may re-roll for
careers if this comes up for a first generation single parent.
Section D: Generation Goal (Roll between 1 and 19)
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 adults in this generation 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 an alchemist, 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 alchemy skill.
The self-employed at
city hall careers don't need to be maxed, just the skill involved.
Though you may try to max the career level if you choose. [These are
careers #37 to #41.]
If one of your sims is a Job Hopper, Adventurer or Animal Wrangler they don't have to do anything special.
If this roll cannot apply to any of your adult sims, re-roll for this category.
If
you have UL, you may send your sims 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 and sculptors to practice their art.
4) Fulfilled – Every adult in this generation must obtain their LTW. Changing the LTW via aspiration reward is allowed.
In
addition, any Wish that is "promised" to the adults (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 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, Feast, Gift-Giving or Costume
party, that can count as the drama or event.
*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
[World Adventures], or have a Sim skilled in mixology mix drinks / hire a
bartender [Late Night]. If you only have the base game, serve juice.
*Live
entertainment - one of your Sims must perform a song on any instrument
(snake charming counts too). 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 guests must wear swimsuits. If you have Seasons, you may make
this an official Pool party. If not it can be a regular house party with
Swimwear as the outfit.
*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 available besides swimming (gnubb, horseshoes, 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 cocktail 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
*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 as well, 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.
*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, a fire and burglar alarm,
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.
*
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 in
conjunction with "Runs in the Family" for section E, 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.
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 (there are glitches in this game, we
understand).
14) Idle career
- Your heir won't make much effort in his/her career. Don't learn any
skills, read any books or do any opportunities for the career. If you've
rolled a career that will level its skill just by working at all (such
as Artist), you are allowed to learn only 2 levels per week for the
required skill. If you’ve rolled for the adventurer career, you’re only
allowed 2 travels per week. These restrictions apply only to your heir,
not to other adults in their generation.
15) Hobby, or Obsession? -
Pick a "Hobby" for your sims, based on their traits, or on their
character as you see them. Each adult in this generation 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 "Practice
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.
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
one portrait of their spouse (if they have one and are on good terms).
All of the portraits can be taken down and removed after your heir dies,
if you so desire. Re-roll if generation 1.
18) Career Student - Choose one of the adults in the generation to do one of the following:
Ivory Tower: Earn three Univerity degrees.
The Dilettante:
Take 10 different classes offered by the rabbit holes around town.
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.
19) Second Chance for Career
- One of the adults in this generation will swap careers, but only
after achieving significant progress in their first rolled career (5
levels for rabbit holes; use your best judgment in other careers). Roll
an extra time on section C to determine what the new career is. Which
sim swaps to it is up to you.
Section E: Miscellaneous Fun (Roll between 1 and 20)
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 for the generation it is rolled for, not for their children.
For
example, when generation 2 has their first child, you roll the rules
for generation 3. “Random Traits” comes up as one of those rules, so for
this child and all of their siblings 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 one of the parent sims has. Every sim born this
generation must have this trait before reaching young adulthood. Note
that this applies even if the children are not genetically related to
each other... these behaviors are learned, not necessarily inherited.
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!
[Optional: do not have any burglar alarms or fire alarms on the lot, as
they may summon service sims.]
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). Cakes baked with the Indulgent Bakery store set are OK.
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. 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 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 from the beginning. But you
may not create a Sim specifically to be the partner of your heir.
Any
supernatural life state Sim that you can breed with counts. 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. 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 Ambitions 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.
Note: sometimes the hidden traits pass on
to offspring, but sometimes they don't. The children are 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!
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 in your household 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.
10) Tattoo Addict - your sim must have a new tattoo every Sim week (Sunday to Saturday).
The
addict can be any adult in the generation (heir, spouse, help,
whatever) as long as they're there to stay (so not the first partner of a
second chance roll).
11) Fighter - get into a fight or bar brawl every Sim week. (Sunday to Saturday).
The
fighter can be any adult in the generation (heir, spouse, help,
whatever) as long as they're there to stay (so not the first partner of a
second chance roll).
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. You cannot scrap the entire roll.
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.
Do not complete any wishes that would require you to break the income restriction rules.
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. 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 roll, 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 the dominant trait.
15) Fashion Diva
- Your Sim must use Plan Outfit, the Stylist, or Stylist via
MasterController to 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. You may subject any
(or all) of the generation's adults to this treatment.
16) Gourmet - Your sim must cook their favorite meal at least once, as well as the favorite meals of every 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
re-roll 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.
Re-roll 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 hard to let go. Your
heir will devote space on their property 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 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
kind 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 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
- This rule has two flavors. You only have to fulfill one. Though if we
had scoring (we don't) you'd surely get extra credit for fulfilling
both (mad respect).
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 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 in generation 1, you must not create your heir's mate in CAS. Find a
suitable candidate in the town.
20) Identity Crisis
- Your heir or founder must have a trait that conflicts with their
career roll. You must be the judge of what traits logically don't match
up with careers. An example would be an Adventurer with the coward
trait.
PLEASE NOTE: The mods do not lurk here! If you have questions, ask them at the thread on MTS!
Have fun!
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