cannibalcupcake
22nd May 2011, 08:36 AM
Mythical Creatures Legacy Challenge
FYI: Other than ghosts, I’m not sure if there are actual mythical creatures in the Sims 3 expansion packs. I know in Sims 2 there were vampires. This challenge isn’t actually intended for ACTUALLY turning your sims into said creatures, it’s more for those of us with just the base game that want to pretend. That said, this challenge involves some imagination (but what challenge doesn’t?)
This challenge has not yet been play-tested and I could use some help in revision! :help:
If anything confuses you, SPEAK UP so that it can be changed. I won’t take it personally and bite your head off, promise. I’m not actually a cannibal. ;)
Overview
This challenge involves (at least) 10 generations of mythical creatures.
Each generation has its own requirements. The challenge is not done until all the requirements are fulfilled between all of the sims in that generation. Each sim may do one required thing, or one sim may do everything. For example, if in generation two you have 3 adults, all of them are allowed to fulfill requirements, or you may only choose to play one adult to do it all.
One “generation” counts as all of the children of the last. Or, according to Pinstar (legacy challenge) “Your founder is generation 1, your founder’s son/daughter would be generation 2, the grandchildren of the founder would be generation 3 and so on.”
Each generation ends when the first member of the next reaches adulthood. For example, when generations one’s oldest child reaches adulthood, generation two has begun, and you’d better be done with all the requirements in generation one or you must repeat it. You may not prolong this in any way, however you may prolong having children as long as you can.
You may “replay” (repeat) each generation however many times you would like, creating more than 10 in the end. For example, if you cannot fulfill the requirements of generation one, you may make their children try for it. They must completely start over, meaning that none of the previous generation’s accomplishments will count. This does not affect whether you win or lose. The only requirement for winning this challenge is that you complete ALL of the mythical creatures’ assignments.
Losing is simple: fail to produce another generation or give up.
Alternate play:
I’m not a fan of scoring, but if you want to modify the game and use scoring, each successful generation is worth 10 points. In this case you would only get one chance to fulfill the requirements of each generation and then move on to the next, regardless of whether or not you failed. At the end, you would tally up all the successful generations (where all obligations had been fulfilled) and that is your score. 60+ points = win. 50 points or less = fail.
To start
* Your sims can live anywhere they can afford
* Cheats are not allowed, including money cheats, unless otherwise specified (basically if I don’t mention it, it’s not allowed)
* You may cheat to kill a sim the challenge requires you to
* You may modify a sim’s appearances as much as you’d like, and use custom content to do it
* Unless otherwise specified, the details of your storyline are up to you. Your sims can look however you want them to (as freaky or as normal as you’d like), they can be named whatever, with whatever personality you choose
* They must maintain their last name throughout all 10+ generations
* Set your game on normal life span. Aging must be on
* Free will must be on
* Opportunities should be turned off
* No one should be moved out during the duration of this challenge, however all members of the family may move to a different house together.
Generation One: Vampires (Founders)
Everyone in this generation is a vampire. Vampires in this challenge must earn their immortality. This is the only generation YOU will create in CAS, so create wisely. You may create as many adults or young adults as you want, but they must all be siblings. Alternatively, you may create a married couple. You may not create any children.
They may not have any of the following “silly” traits: Childish, Clumsy or Excitable. Other than that, you are free to do what you wish with their appearances and personality traits.
If you choose to create siblings, at least one must find a husband or wife to procreate for the next generation. Although you COULD create 8 vampire siblings in CAS, realize that this would mean one would have to die for there to be room for a child of the next generation. You may not intentionally kill your sims to get around this.
Things that mean instant death for any member of generation one: (meaning you must kill them)
* Stepping outside into sunlight ( I would suggest deleting the door in the morning)
* Being in the same room as a sunlit window
* Eating any food other than meat (meat can include fish, or any meat based meal from the fridge or store) (applies to all sims in generation one)
Things that generation one must accomplish:
* Prolong death by finding or growing a death flower and keeping it in their inventory
* Learn the recipe for Ambrosia and use it at least once OR Grow life fruit and consume it at least once
* Eat only meat or meat based meals for the duration of their life (besides Ambrosia or life fruit) (applies to all sims in generation one)
* The only job this generation may have is part time caretaker at the mausoleum/graveyard
After this generation, none of these things (death flower, life fruit or ambrosia) may be used.
In order to move on to the next generation, AT LEAST ONE vampire must die and be resurrected via the science lab. Only then may they have children. Normal children will not count in generation two, only ghost children will. You may play out any normal sims, or you may kill them, but they will not count toward unlocking requirements for gen 2.
Generation Two: Ghosts
Ghosts should be created via generation one. They are free willed, and other than to create generation three, you are not allowed to command them to do ANYTHING. This includes taking care of children, finding a job, eating, paying bills, etc. If there are any normals in your sim family, you may control them. You may also click on ghosts to see their stats and moods, but you may not command them to do anything except to create a relationship and have children.
Things that mean instant death for any member of generation two: (meaning you must return them to the netherworld)
* Ghosts are already dead. They cannot be killed by you until the end of generation two.
Things that generation two must accomplish:
* Create generation three-
Ghosts must try for baby with a nonghost and get a normal baby/babies in order to create generation three. Ghost babies do NOT count toward generation three. At the start of generation three, all ghosts must be returned to the netherworld.
After this generation, no sim may be resurrected via the science lab.
Generation Three: Demons
Demons are animalistic, and associated with fire and the underworld. Demons also have an innate love of all things woohoo. As such all members of this generation must have AT LEAST ONE of the following traits or they do not count toward this generation:
Daredevil
Evil
Hot-Headed
Insane
Hydrophobic
Mean Spirited
Great kisser
Flirty
You may play out any children of generation two that do not fit the description, or you may kill them, but if you decide to play them, they will not count if they unlock one of the requirements.
In addition, members of the demon generation must have an abnormal hair color. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation three: (meaning you must kill them)
* Swimming in a pool
Things that generation three must accomplish:
* Have triplets
* Have woohoo without marriage
* Play with fire at least once (If someone dies, you may not resurrect them in any way)
* Set the house on fire at least once
* “Mate” with a fireman and produce a child
Fire detectors are not allowed in the house during generation three.
Demons may have any job.
Generation Four: Mermaids/Sirens
Mermaids are born of the sea, and thus cannot be hydrophobic. Any hydrophobic children of generation three will not count as generation four. Mermaids are also all female, so any male children of generation four will not count as the heirs. As always, you may play or kill them.
All sims in generation four must eat fish for the duration of their lives.
They must also have long hair. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation four: (meaning you must kill them)
* Getting set on fire or setting something on fire (even if its put out)
* Eating anything except fish
Things that generation two must accomplish:
* Reach level 10 in fishing
* Catch a deathfish OR vampirefish
* Must marry and “drown” their partner (you will kill them by drowning)
* Produce the next generation
Fire detectors are not allowed in the house during generation four.
Mermaids may have any career.
Generation Five: Aliens
Aliens must be bald or have as little hair as possible. This can be done by you, they do not need to be born with it.
They are reclusive and lonely and must have the loner trait and genius trait. Any children of generation four that are not loners and geniuses will not count as generation five. As always, you may play or kill them.
Things that mean instant death for any member of generation five: (meaning you must kill them)
* They are “found out” to be aliens meaning:
* They make more than 1 friend outside their families. (The 1 friend must be their partner, and must be moved in with them as soon as possible in the game)
* They make over 13 acquaintances
Things that generation two must accomplish:
* Reach at least Top Secret Researcher (level 8) in Science career track
* Create the next generation (Aliens may also adopt from their home planet)
* Finish and sell a scifi book about their race
Generation Six: Werewolves
Werewolves will turn every Sunday at midnight. Every Sunday from midnight to one, you may not direct your werewolves to do anything and ANYONE they come into contact with (enter the same room, talk to, etc) should be killed immediately. This includes family members.
If you forget to turn your werewolves on Sunday, you may do it the next day at midnight (Monday). To save your family members from being killed, you may direct them to go elsewhere but you must also keep an eye on the werewolf and take the time kill anyone in his path. You may not lock your werewolf in a room in the house since they would be strong enough to break down doors.
Werewolves must have long black hair. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation six: (meaning you must kill them)
* They kill a fellow werewolf (brothers or sisters)
Things that generation two must accomplish:
* Reach top athletic skill
* Create the next generation with a “mate” that has natural black hair.
After generation seven begins, your werewolves are free from turning into werewolves every Sunday.
Generation Seven: Zombies
Zombies must be both absent minded and clumsy. Any children of generation six that do not have these traits will not count as generation seven. As always, you may play or kill the rejects.
Zombies must kill and eat other people to survive. Thus they can only be fed (using any food item) when someone, somewhere is killed by you. You may lure people into your home, add them to your family and kill them any way you want, but SOMEONE must die before a zombie sim can eat. This does not ordinarily include legacy family members and children. However, in a time of crisis (the zombie is about to starve) you can choose to have your zombie eat whomever they come into contact with first (this includes family and their own children)
Things that mean instant death for any member of generation six: (meaning you must kill them)
* Starvation
Things that generation two must accomplish:
* Reach top cooking skill (Once this is reached, the zombie no longer has to kill to eat)
* Create the next generation
Zombies cannot have any jobs that require intelligent skills, such as logic, bookworm, or genius. They may not join the science or medical careers. They also may not reach any career level past 5.
Generation Eight: Fairies
Fairies are happy and silly. Their purpose in life is to console others and create joy. They should have at least one of the following traits:
Childish
Excitable
Friendly
Good
Green Thumb
Party Animal
In addition, they MUST be Vegetarian. Any children of generation seven that are not vegetarians will not count as a part of generation eight. As always, you may play or kill them.
They must also live and sleep outside.
Things that mean instant death for any member of generation eight: (meaning you must kill them)
* They make an enemy
* They eat anything meat
Things that generation eight must accomplish:
* Reach top Gardening skill
* Eat only plant based meals for the duration of their lives
* Make at least 10 friends
* Create the next generation
They may have any jobs.
Generation Nine: Humans
Humans are very versatile. There are no requirements for generation nine, except to create the last generation.
Generation Ten: Hybrid of any two past generations
You must accomplish both requirements for whatever you choose. (Excluding generation nine: human)
FYI: Other than ghosts, I’m not sure if there are actual mythical creatures in the Sims 3 expansion packs. I know in Sims 2 there were vampires. This challenge isn’t actually intended for ACTUALLY turning your sims into said creatures, it’s more for those of us with just the base game that want to pretend. That said, this challenge involves some imagination (but what challenge doesn’t?)
This challenge has not yet been play-tested and I could use some help in revision! :help:
If anything confuses you, SPEAK UP so that it can be changed. I won’t take it personally and bite your head off, promise. I’m not actually a cannibal. ;)
Overview
This challenge involves (at least) 10 generations of mythical creatures.
Each generation has its own requirements. The challenge is not done until all the requirements are fulfilled between all of the sims in that generation. Each sim may do one required thing, or one sim may do everything. For example, if in generation two you have 3 adults, all of them are allowed to fulfill requirements, or you may only choose to play one adult to do it all.
One “generation” counts as all of the children of the last. Or, according to Pinstar (legacy challenge) “Your founder is generation 1, your founder’s son/daughter would be generation 2, the grandchildren of the founder would be generation 3 and so on.”
Each generation ends when the first member of the next reaches adulthood. For example, when generations one’s oldest child reaches adulthood, generation two has begun, and you’d better be done with all the requirements in generation one or you must repeat it. You may not prolong this in any way, however you may prolong having children as long as you can.
You may “replay” (repeat) each generation however many times you would like, creating more than 10 in the end. For example, if you cannot fulfill the requirements of generation one, you may make their children try for it. They must completely start over, meaning that none of the previous generation’s accomplishments will count. This does not affect whether you win or lose. The only requirement for winning this challenge is that you complete ALL of the mythical creatures’ assignments.
Losing is simple: fail to produce another generation or give up.
Alternate play:
I’m not a fan of scoring, but if you want to modify the game and use scoring, each successful generation is worth 10 points. In this case you would only get one chance to fulfill the requirements of each generation and then move on to the next, regardless of whether or not you failed. At the end, you would tally up all the successful generations (where all obligations had been fulfilled) and that is your score. 60+ points = win. 50 points or less = fail.
To start
* Your sims can live anywhere they can afford
* Cheats are not allowed, including money cheats, unless otherwise specified (basically if I don’t mention it, it’s not allowed)
* You may cheat to kill a sim the challenge requires you to
* You may modify a sim’s appearances as much as you’d like, and use custom content to do it
* Unless otherwise specified, the details of your storyline are up to you. Your sims can look however you want them to (as freaky or as normal as you’d like), they can be named whatever, with whatever personality you choose
* They must maintain their last name throughout all 10+ generations
* Set your game on normal life span. Aging must be on
* Free will must be on
* Opportunities should be turned off
* No one should be moved out during the duration of this challenge, however all members of the family may move to a different house together.
Generation One: Vampires (Founders)
Everyone in this generation is a vampire. Vampires in this challenge must earn their immortality. This is the only generation YOU will create in CAS, so create wisely. You may create as many adults or young adults as you want, but they must all be siblings. Alternatively, you may create a married couple. You may not create any children.
They may not have any of the following “silly” traits: Childish, Clumsy or Excitable. Other than that, you are free to do what you wish with their appearances and personality traits.
If you choose to create siblings, at least one must find a husband or wife to procreate for the next generation. Although you COULD create 8 vampire siblings in CAS, realize that this would mean one would have to die for there to be room for a child of the next generation. You may not intentionally kill your sims to get around this.
Things that mean instant death for any member of generation one: (meaning you must kill them)
* Stepping outside into sunlight ( I would suggest deleting the door in the morning)
* Being in the same room as a sunlit window
* Eating any food other than meat (meat can include fish, or any meat based meal from the fridge or store) (applies to all sims in generation one)
Things that generation one must accomplish:
* Prolong death by finding or growing a death flower and keeping it in their inventory
* Learn the recipe for Ambrosia and use it at least once OR Grow life fruit and consume it at least once
* Eat only meat or meat based meals for the duration of their life (besides Ambrosia or life fruit) (applies to all sims in generation one)
* The only job this generation may have is part time caretaker at the mausoleum/graveyard
After this generation, none of these things (death flower, life fruit or ambrosia) may be used.
In order to move on to the next generation, AT LEAST ONE vampire must die and be resurrected via the science lab. Only then may they have children. Normal children will not count in generation two, only ghost children will. You may play out any normal sims, or you may kill them, but they will not count toward unlocking requirements for gen 2.
Generation Two: Ghosts
Ghosts should be created via generation one. They are free willed, and other than to create generation three, you are not allowed to command them to do ANYTHING. This includes taking care of children, finding a job, eating, paying bills, etc. If there are any normals in your sim family, you may control them. You may also click on ghosts to see their stats and moods, but you may not command them to do anything except to create a relationship and have children.
Things that mean instant death for any member of generation two: (meaning you must return them to the netherworld)
* Ghosts are already dead. They cannot be killed by you until the end of generation two.
Things that generation two must accomplish:
* Create generation three-
Ghosts must try for baby with a nonghost and get a normal baby/babies in order to create generation three. Ghost babies do NOT count toward generation three. At the start of generation three, all ghosts must be returned to the netherworld.
After this generation, no sim may be resurrected via the science lab.
Generation Three: Demons
Demons are animalistic, and associated with fire and the underworld. Demons also have an innate love of all things woohoo. As such all members of this generation must have AT LEAST ONE of the following traits or they do not count toward this generation:
Daredevil
Evil
Hot-Headed
Insane
Hydrophobic
Mean Spirited
Great kisser
Flirty
You may play out any children of generation two that do not fit the description, or you may kill them, but if you decide to play them, they will not count if they unlock one of the requirements.
In addition, members of the demon generation must have an abnormal hair color. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation three: (meaning you must kill them)
* Swimming in a pool
Things that generation three must accomplish:
* Have triplets
* Have woohoo without marriage
* Play with fire at least once (If someone dies, you may not resurrect them in any way)
* Set the house on fire at least once
* “Mate” with a fireman and produce a child
Fire detectors are not allowed in the house during generation three.
Demons may have any job.
Generation Four: Mermaids/Sirens
Mermaids are born of the sea, and thus cannot be hydrophobic. Any hydrophobic children of generation three will not count as generation four. Mermaids are also all female, so any male children of generation four will not count as the heirs. As always, you may play or kill them.
All sims in generation four must eat fish for the duration of their lives.
They must also have long hair. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation four: (meaning you must kill them)
* Getting set on fire or setting something on fire (even if its put out)
* Eating anything except fish
Things that generation two must accomplish:
* Reach level 10 in fishing
* Catch a deathfish OR vampirefish
* Must marry and “drown” their partner (you will kill them by drowning)
* Produce the next generation
Fire detectors are not allowed in the house during generation four.
Mermaids may have any career.
Generation Five: Aliens
Aliens must be bald or have as little hair as possible. This can be done by you, they do not need to be born with it.
They are reclusive and lonely and must have the loner trait and genius trait. Any children of generation four that are not loners and geniuses will not count as generation five. As always, you may play or kill them.
Things that mean instant death for any member of generation five: (meaning you must kill them)
* They are “found out” to be aliens meaning:
* They make more than 1 friend outside their families. (The 1 friend must be their partner, and must be moved in with them as soon as possible in the game)
* They make over 13 acquaintances
Things that generation two must accomplish:
* Reach at least Top Secret Researcher (level 8) in Science career track
* Create the next generation (Aliens may also adopt from their home planet)
* Finish and sell a scifi book about their race
Generation Six: Werewolves
Werewolves will turn every Sunday at midnight. Every Sunday from midnight to one, you may not direct your werewolves to do anything and ANYONE they come into contact with (enter the same room, talk to, etc) should be killed immediately. This includes family members.
If you forget to turn your werewolves on Sunday, you may do it the next day at midnight (Monday). To save your family members from being killed, you may direct them to go elsewhere but you must also keep an eye on the werewolf and take the time kill anyone in his path. You may not lock your werewolf in a room in the house since they would be strong enough to break down doors.
Werewolves must have long black hair. This can be done by you, they do not need to be born with it.
Things that mean instant death for any member of generation six: (meaning you must kill them)
* They kill a fellow werewolf (brothers or sisters)
Things that generation two must accomplish:
* Reach top athletic skill
* Create the next generation with a “mate” that has natural black hair.
After generation seven begins, your werewolves are free from turning into werewolves every Sunday.
Generation Seven: Zombies
Zombies must be both absent minded and clumsy. Any children of generation six that do not have these traits will not count as generation seven. As always, you may play or kill the rejects.
Zombies must kill and eat other people to survive. Thus they can only be fed (using any food item) when someone, somewhere is killed by you. You may lure people into your home, add them to your family and kill them any way you want, but SOMEONE must die before a zombie sim can eat. This does not ordinarily include legacy family members and children. However, in a time of crisis (the zombie is about to starve) you can choose to have your zombie eat whomever they come into contact with first (this includes family and their own children)
Things that mean instant death for any member of generation six: (meaning you must kill them)
* Starvation
Things that generation two must accomplish:
* Reach top cooking skill (Once this is reached, the zombie no longer has to kill to eat)
* Create the next generation
Zombies cannot have any jobs that require intelligent skills, such as logic, bookworm, or genius. They may not join the science or medical careers. They also may not reach any career level past 5.
Generation Eight: Fairies
Fairies are happy and silly. Their purpose in life is to console others and create joy. They should have at least one of the following traits:
Childish
Excitable
Friendly
Good
Green Thumb
Party Animal
In addition, they MUST be Vegetarian. Any children of generation seven that are not vegetarians will not count as a part of generation eight. As always, you may play or kill them.
They must also live and sleep outside.
Things that mean instant death for any member of generation eight: (meaning you must kill them)
* They make an enemy
* They eat anything meat
Things that generation eight must accomplish:
* Reach top Gardening skill
* Eat only plant based meals for the duration of their lives
* Make at least 10 friends
* Create the next generation
They may have any jobs.
Generation Nine: Humans
Humans are very versatile. There are no requirements for generation nine, except to create the last generation.
Generation Ten: Hybrid of any two past generations
You must accomplish both requirements for whatever you choose. (Excluding generation nine: human)