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Test Subject
Original Poster
#1 Old 26th Jul 2015 at 11:56 PM
Default The Dark Times Challenge (SN needed)
Your our only hope.
Seriously.
Are military is failing us, barely killing any monsters, And we just can't keep up.
So we decied instead of killing of the majority of our human population, we would send you, to re-populate the earth with non-denomic sims.
I'm pretty sure you'll be up to the task
But anyway, we've given you the accses to one of our secure envirments. It used to belong to one of our troops so it may be a bit messy.
But i'm sure you'll be fine.
Have fun! And don't die!!!
~ Sunset valley military


SET-UP:
Once you build your house shift click on the mail box, then add werewolves and vampires until the majority of the town are supernatural

CAS:
Create at least two (They have to be opposite genders unless you have a mod) Or up to six sims.
When your choosing traits, once you chose one, you may not chose another.
Also keep in mind that if you plan on having someone have babies, they must have either the family oriented trait, nurturing, or athletic.

ROLES:
Each sim will have to choose one role once they become a teenager.

Gardener:
These sims main job is to garden, but they also can fish if there's a pond on the lot. (They can only leave the lot if they get the 'Stir Crazy' moodlet)

Scavenger:
these sims are specialized in leaving the lot, they try to level up in the athletic and martial arts skills, and they gather seeds, fruit, fish, ect, ect. (I'd recomend starting out with 2 scavengers)

Alchemist/Cook/Medic:
This sim creates potions to cure sims (From being turned into a vampire or a werewolf), potions to make it so werewolves and vampires aren't blood thirsty, Or potions to heal sims from colds or wounds. They can also cook. (They can only leave the lot if they get the 'Stir Crazy' moodlet)

Nanny/ Animal care-taker:
This sim must take care of any children that are born. and if you have animals, they must take care of them too. If you don't have children yet, they can help out with other sims who work in the house

Entertainer/Artist:
These sims are made to keep the group toghether, they don't really work, except they are allowed to help with children and animals. At Gen.2 they can start to paint, sculpt, writing, or anything else artsy and sell it.

Handyman:
This sim can make inventions, and fix up things in the household. they can also work at the military, when it's unlocked. But ONLY the military.

Worker (Unlocked at GEN.2)
This sim's main job is to work at the wormhole jobs that are unlocked through each generation.



BUILD:
buy a lot, and make a fence around the lot.
Make a basement too. You'll need it later with daily rolls
You can only motherlode twice

FIGHTING ROLLS:
So, your sim CAN go outside, but if any other vampires, or werewolves come onto the lot, you have to make a roll
1- 7, You escaped.
8-13, you barley escaped. Your sim may not work for two days.
14-18, you escaped with a fight, and got turned into a werewolf or a vampire
19-20, you died.

GETTING TURNED:
So, if you roll a 14-18, then you are a vampire or a werewolf (You can choose which, or you can flip a coin.) But you don't have to move out your sim. You can make potions to save sims, so some potions you make will do different stuff.
If your a werewolf, if you have 3 pieces of wolves bane in your inventory at all times, you won't kill anyone. And then, after one moon cycle. the must have a moonstone.
If your a vampire you must always have the effect from the vamperfic sunscreen all the time. Then after a while, you can get the immortal life

I give credit to @cannibalcupcake's zombie aftermath challenge for the generations idea.
GEN. 1
Since your in a secured environment, you must stay there, unless your role says otherwise. You may only use one object that requires electricity. and anything that you can justify using batteries you can use too, but once it's broken, it's broken.And you may not use running water, and you may not work.

GEN.2
Your medic has given potions to the military to boost up there performance, so now there army actually has a fighting chance. And the military is hiring, so now you have the option to join.
Events: At level 2 in the military career,

GEN.3
Now that there is less supernatural sims running around, some survivors have moved to ____ too. And since so many are living there, gangs have started to form. And the demand payments.
Events: Every single day, you have to summon a robber with cheats until you get to level 2 in the criminal career.

GEN.4
criminals are running amok. And now, alot of survivors wish to stop them, you have to summon a robber every day, until your sim gets to level 3 in the law enforcement career

GEN.5
Now that there are enough doctors, you can start to work on the cure, in order to do this you must have one sim in the science career, and one sim make 10 cure potions.

DAILY ROLLS
(You don't have to do these everyday, you can do these every other day or something if you'd like.)
1. you found a new type of plant (Go buy a a fruit or veggie in the grocery store, then delete it)
2.A werewolf has sniffed out your lot, and is trying to find you. For the rest of the day, you must have your sims stay in your house, or have someone take a fighting roll until it's successful.
3. You found a survivor! (Add a sim to your household,unless you have too many sims in your household. If so, re-roll.)
4. Two of your family members got into a fight, they may not work for a day.
5. Cleaning up around the house, someone found a book (Go to the bookstore)
6. One of your sims got sick, they may not go outside for two days.
7.You found a dead sim on your travels who had 250 dollars and two objects (Of your choice)
8.Your sim gets depressed, and will only be able to do 5 things a day until they 15 social actions
9.Your sim finds a horse (Or a kid) Scared and petrified.
10.Your sim trips over one of your plants, harvest 2 of your plants one more time and then dispose them.

EXTENSION PACKS
Pets: You can have pets, but pets also have to make the same fighting rolls if they encounter a vampire or werewolf.

World Adventures: No traveling. Srry.

Into the future: No going to the future.

Ambitions: If you'd like once you get to generation 2, your sims can go to city hall and sign them selves up as self employed fishers, gardeners, painters, ect, ect.

Seasons: Set each season to 7 days each, if you get the germy moodlet your sim can't go outside till it goes away.

TIPS
When you have to many sims in your household, you can put them all in separate survival households.

Please post more tips, or suggestions in the comments! And i will loooove pictures!!!
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Test Subject
#2 Old 1st Aug 2015 at 1:11 PM
This seems like a really cool challenge, I can't wait to start it!
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