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WHIMSY LEGACY EXPANDED

Welcome to the start of a new legacy.


This is an expansion of the original Whimsy Story Legacy
by @kateraed, with the following features:

● 20 new generations, for a total of 30 generations


● A detailed premise to start each generation
● Events to drive your stories each generation
● Expanded goals for each generation
● Endings with different outcomes that affect your next heir
● A Google Doc you can copy for tracking goals, endings, etc.

Last updated on December 28, 2023. See changelog for information.


Navigate document with View > Show document outline.

CLICK HERE TO MAKE A COPY OF THIS


DOCUMENT.
Tag your posts with #TS4WhimsyExpanded so I can see them!
Expanded version by lysiablr.
Original challenge by kateraed.

FOREWORD

Thank you for being interested in my expansion of Kateraed's Whimsy Story Legacy!

I found myself looking for something different in a challenge - something that took me through multiple
different career tracks and aspirations and traits (even the negative ones), something where my actions
as one heir actually affected the next... and, of course, something with a connected story behind it all.

In my search, I came across two challenges I really liked:

● Kateraed's Whimsy Story Legacy


● Jvniperanite's Celestial Scenario (no longer available, sadly)

Jvniperanite's Celestial Scenario did something I hadn't really seen in challenges before - an event and
ending system, with consequences for the heirs to follow. Sometimes those consequences were great!
And sometimes, they created new difficulties for the heirs to follow. On top of that, they introduced
specific events; these weren't just goals, these were things you had to take time to do during your
playthrough, outside of checking off the boxes.

Kateraed's Whimsy Story Legacy introduced ten generations with wonderful backstories, and I
immediately fell in love with the histories each painted for the heirs. The generations felt connected in a
way that many others didn't - maybe because the premises were so thorough.

I wanted to combine the gameplay aspects from the Celestial Scenario with the detailed storylines of
the Whimsy Story Legacy, and while coming up with events and endings for each of the Whimsy
generations, I kept thinking up with ideas for even more of them.

... So now, I've expanded the original Whimsy Story Legacy from ten generations to a total of thirty
generations, and each one now comes with unique events, goals, and endings to keep you going from
heir to heir with different traits, skills, lifestyles, and aspirations. If you don't have the packs needed for
something, you can mix it up along the way with your own choices. I've included some recommended
mods, but you can do this just with vanilla gameplay, too.
Thank you to Kateraed and Jvniperanite for their original challenges, and thank you reader for your
interest! I hope you have a wonderful time. Use #TS4WhimsyExpanded for me to snoop on your posts
about the challenge! 😘

💕 Rina || lysiablr

GENERATION LIST

Below is a list of generations included in this challenge, along with quick notes on themes,
packs, mods, etc. associated with each one. Use this list to quickly jump down to the
generation of your choice.

01 From the Ground Up


tGU

Your story is one of endurance, of making something out of nothing.


Of finding love and life in simplicity. Your story is where it all begins.

Master maker, fabrication, tiny homes

02 Close-Knit Family Ties


KFT

Your story is one of love - finding it within yourself before you


find it within another. Of soulmates and old age and self-fulfillment.

Parenting, adoption, elders

03 An Unexpected Arrival
UA

Your story is one of indulgence and consequence. Of making the


most of life’s gifts, and making the most of the gift of life.

Serial romantic, clubs, outgoing, unplanned pregnancy


04 Brick by Brick
BbB

Your story is one of boundless creativity. Of finding the beauty in


things left behind, and of turning something old into something new.

Housing, build/buy mode, renovations

05 A Furever Home
AFH

Your story is one of aid; of lending a hand - or paw - to those


in need, who cannot speak for themselves.

Cats & dogs, vet clinic, businesses

06 Happily Ever After


HEA

Your story is one of love. Of loss. Of relocation, of recollection, of reconnection.


Of never losing hope, and finding the place you were meant to be.

Soulmates, university, multiple births

07 Embracing the Imperfections


EtI

Your story is one of constant change. Of never making up your


mind, of settling for nothing. Of finding perfection in imperfection.

Divorce, renaissance sim, goofball

08 The Call of the Forest


otF

Your story is one of quiet solitude. Of nature’s loving embrace,


of the wilderness, of the peaks and valleys within the forest.

Off the grid, good, NAPs, outdoor enthusiast


09 Moonlit Destiny
MD

Your story is one of midnights and moons; of solitary howling


turned pack-driven prowling. Of answering a calling.

Werewolves, fitness, gardening

10 Tabloid Turnabout
TT

Your story is one of stardom and sight; of being noticed by many,


but seen by few. Of rising through adversity to shine your brightest.

Fame, divorce, affair, acting, celebrity

11 Start the Game


StG

Your story is one of rewriting rules. Of making choices. Of being


seen on your own terms, and sharing what you love with the world.

Video games, streaming, esports

12 Seeing is Believing
SiB

Your story is one of everlasting belief. Of finding the place where


fantasy meets reality. Of turning fiction into fact. Of never giving up.

Writing, supernatural races

13 The Magic Within


MW

Your story is one of magic. Of magic within the world, magic within
your spells, magic within your blood. Of the magic of mortal life.

Spellcasting, potions, Glimmerbrook, bloodlines


14 The Other Side
OS

Your story is one of discovery. Of lingering life, made manifest. Of learning


what lies beyond the realm of belief, and touching it with your own hands.

Paranormal, ghosts, haunted lots, mediums

15 Seeking the Sun


StS

Your story is one of respect and appreciation. Of your home, your family,
your legacy. Of your land, your ancestors, of the life you leave behind.

Sulani, conservation, island spirits

16 Around the World


tW

Your story is one of many; of journeying to lands near and far, across
shores that always bring you safely home. Of friendships, of flight.

Travel, friendship, painting, photography

17 Too Far, Too Fast


FTF

Your story is one of hubris. Of hearing, but not listening; of looking,


but not seeing; of burning brightly, and burning out.

Sports, hot headed, non-committal, early death

18 Break the Cycle


BtC

Your story is one of control; of righting wrongs, of breaking the cycle,


of denying your legacy. Of making mistakes, and learning too late.

Detective, divorce, enemies


19 Bury Your Past
BYP

Your story is one of new identities. Of running, even when you cannot
run any further. Of forgetting the past, and hoping for the future.

Runaway, rebellion, criminal, secret agent

20 Big City, Home Cooking


CHC

Your story is one of returning to roots. Of relishing the moment,


of pouring your soul into your craft, of finding your own way.

Farming, San Myshuno, chef, nightlife

21 Among the Stars


AtS

Your story is one of new heights. Of reaching farther than


ever before, of first contacts, of resilience against all odds.

Rocket science, astronaut, aliens

22 A Life in Acrylic
LiA

Your story is one of recreation. Of your art, of your relationships, of


others - but more importantly, of yourself… even at your lowest point.

Makeovers, painting, at-the-altar breakups

23 Expanding the Family


EtF

Your story is one of family - filling a home with warmth, with joy, with
everything you’ve ever imagined. Of lives well-lived and well-loved.

Family dynamics, children, big families, events


24 Curated Collections
CC

Your story is one of growth. Of planting your roots, of reaching for


the sky, and of looking back fondly on what you’ve left behind.

Collecting, artwork, museums, curator

25 A Dangerous Hunt
DH

Your story is one of embracing danger. Of the pursuit of knowledge.


Of delving deep into something unknown in order to find yourself.

Archaeology, jungle exploring, Selvadorada

26 Darkness Eternal
DE

Your story is one of transformation. Of choosing power over punishment.


Of becoming someone who demands respect and recognition.

Curses, vampires, immortality, family

27 To Cure a Soul
CaS

Your story is one of finding yourself. Of knowing the shape of your own
soul, and working endless nights to regain what you’d been denied.

Vampires, university, doctors, cures

28 Hero of Humanity
HoH

Your story is one of life. Of saving lives, creating lives, taking lives.
Of becoming the hero you were meant to become.

StrangerVille, science, military


29 Lackadaisy Life
LL

Your story is one of simplicity. Of taking things day by day; of watching


the tide roll in; of enjoying what you can without remorse.

Beach life, party animal, outgoing

30 Full Circle
FC

Your story is one of serenity. Of embracing chaos with compassion;


of cultivating comfort in self-care. Of loving yourself fully.

Inner peace, spa day, wellness, big builds

CHANGELOG

Version 3.0.0 || 28 December, 2023 - Major update for Horse Ranch, Home Chef Hustle, and For Rent

General Updates
● Moved Changelog higher up in the document for ease of reading.
● Changed document format to Pageless for ease of scrolling / reading.
○ When copying the document, you can change it back to page format by going to File >
Page setup and selecting 'Pages' instead. Be aware that page breaks will no longer be
nicely formatted.
● Added a generation list / table of contents.
● Named each generation for ease of following between updates.
○ Each generation now has an abbreviation based on their title to help identify them in the
changelog, etc. Even if the number changes in future updates, the name / abbreviation
will not.
● Added a 'Quickstart Guide' for quickly jumping into the challenge, because it's a bunch to read.
○ Includes an FAQ and an extremely short version of the guidelines.
● Added a guideline about tutorial quests.
● Added mod recommendations for Realm of Magic, Vampires, and a graveyard lot mod.
● Removed the Family Tree Miro board from the document, since I'm tired of getting edit request
emails.
○ Consider using Family Echo instead - it's free and online.

Generation Updates
● Generation 4 (BbB): Added goal to include rental lots and being a landlord; added ending
criteria to reflect new goals.
● Generation 5 (AFH): Corrected heir selection / succession rule.
● Generation 6 (HEA): Corrected heir selection / succession rule.
● Generation 8 (CotF): Added Chestnut Ridge as a home option; added a goal for owning
livestock; fixed a goal regarding moving after succession.
● Generation 9 (MD): Added a goal to include breaking-and-entering; clarified ending checklist
criteria for New Moon ending.
● Generation 16 (AtW): Added an extra goal just for fun; slightly revised the secret lot photo
goal.
● Generation 17 (TFTF): Clarified event / goal for basement apartment; added compatibility for
For Rent features; clarified timing for death goal; added skill goals and activity goals; revised
ending criteria for skills, activities, and aspiration.
● Generation 19 (BYP): Added option to move to Chestnut Ridge; added goals and ending criteria
about horses; added skills and aspiration; revised endings to better suit new goals.
● Generation 20 (BCHC): Added aspiration to list; added trait to list based on ending from
Generation 19 (BYP); revised moving goal to reflect G19H (BYP); revised goals to allow for
Tomarang options; removed completion of Culinary career as a goal; added goals for selling
food at market stalls or owning a restaurant; revised ending text to reflect moving options.
● Generation 22 (ALiA): Added missing pack icons in starting info.
● Generation 23 (EtF): Added cooking and market stalls as an option for crafting and selling.
● Generation 27 (TCaS): Clarified an event / goal regarding aging; added an ending criteria
regarding aging; clarified succession rules regarding aging.
● Generation 28 (HoH): Added a Strangerville pack-based generation; increased all following
generations by one number to match.
● Generation 29 (LL): Adjusted premise to follow new generation; adjusted starting traits to
match ending criteria from prior generation.
● Generation 30 (FC): Fixed an issue where ending conditions accidentally referred to the Gen 30
heir as the Gen 26 heir. Whoops!

Version 2.0.1 || 30 May, 2023 - Minor revision


Fixed an issue with an updated ending condition in Generation 2.

Version 2.0.0 || 28 May, 2023 - Major update for Growing Together, mod recommendations, and more
General Updates
● Revised guidelines about the following topics.
○ Revised age cycle duration recommendations for newborns, infants, adults, and
pregnancy.
○ Added guidelines about infant traits and infant / toddler quirks.
○ Added guidelines about traits gained or changed via self-discovery.
○ Added guidelines about goals / events that use mods.
○ Added guideline about childhood / teenage aspirations.
○ Clarified guideline about heirs being conceived normally, through having a science baby,
or being adopted.
○ Added guideline about family dynamics.
○ Clarified guideline about households and having Sims stay over.
● Edited the link to L’Universims game icons in the UI PSD section to point to the French domain.
● Added more mod recommendations, and organized recommendations by category.
○ Mods used for goals / endings are given a special highlight in the recommendation
section, and generations where they are used have been noted.
○ Ignore the goals / endings if you do not use the mods recommended.
● Added icons in starting info to represent packs that play a major part in each generation. These
won’t necessarily cover every pack used, such as traits from different packs - it’ll just cover the
main themes of the generation’s storyline.
○ Icons by Nolan-Sims. Thank you for this resource!
○ Also added an icon for generations with mod-related goals / ending scenarios.

● Added notes after each trait / skill / etc. in starting info to note which pack(s) they come from.
○ Should hopefully make it easier to figure out if you need to find alternatives.

Generation Updates
● Generation 2: Revised goals / events / heir selection to include science babies; added a goal.
● Generation 3: Revised event explanation for clarity; revised event / goal explanation to use
science babies instead of adoption; added two ending conditions; clarified an ending condition;
swapped ending conditions between two endings; added an optional modded goal.
● Generation 4: Revised one goal / event to better fit life cycle recommendations; clarified an
event / goal; changed inherited traits leading into Generation 5.
● Generation 5: Added Cats & Dogs pack-based generation; increased all following generations
by one number to match.
● Generation 6: Adjusted starting / inherited traits for Generation 6 Heir to match endings from
newly-made Generation 5; revised some event info for clarity; added an optional modded goal;
added an ending condition.
● Generation 7: Fixed formatting on focused skills; added a goal; added an optional modded goal.
● Generation 8: Clarified phrasing of a goal.
● Generation 9: Fixed formatting on focused skills; clarified a goal.
● Generation 10: Fixed formatting on focused skills; added optional modded goals; changed
initial home neighborhood to Del Sol Valley; added flavor text to a goal; added an optional
modded goal.
● Generation 11: Added a forgotten subtitle.
● Generation 12: Clarified a goal; added a focused skill.
● Generation 13: Added a goal and ending condition.
● Generation 14: Fixed several typos; added an optional modded goal.
● Generation 15: Fixed incorrect bonus lifestyle name; diversified ending scenarios by adding an
extra bonus trait; changed inherited traits leading into Generation 16.
● Generation 16: Added a generation based on exploration / visiting worlds; increased all
following generations by one number to match.
● Generation 17: Adjusted starting / inherited traits for Generation 17 Heir to match endings from
newly-made Generation 16; fixed incorrect bonus lifestyle name; expanded list of deaths in
ending conditions; added optional modded goals.
● Generation 18: Added home neighborhood recommendation; added two new goals; added an
optional modded goal.
● Generation 19: Added a few lines to the premise; revised wording of some events for clarity;
revised phrasing of succession rules for clarity.
● Generation 22: Clarified event to include science babies; added another option for painting a
self-portrait; clarified event for My Wedding Stories; added an optional modded goal; changed
inherited traits leading into Generation 23.
● Generation 23: Added Growing Together pack-based generation; increased all following
generations by one number to match.
● Generation 24: Adjusted starting / inherited traits for Generation 24 Heir to match endings from
newly-made Generation 23; added two new goals.
● Generation 25: Clarified event to include science babies.
● Generation 26: Added a goal; added an ending condition.
● Generation 27: Revised phrasing of succession rules for clarity; revised ending condition to
match event rules.
● Generation 28: Added an optional modded goal.

Version 1.1.0 || January 4, 2023 - Major update with two new generations

General Updates
● Clarified a few guidelines that were confusing.
● Added recommendations for age cycle durations.

Generation Updates
● Generation 2: Revised ending goals to include goals that utilize My Wedding Stories gameplay.
● Generation 3: Changed Outgoing trait to Party Animal trait.
● Generation 5: Added a mod recommendation to the Storybook Romance event.
● Generation 7: Changed inherited trait given to Generation 8 Heir in Where the Wind Takes You
ending.
● Generation 8: Added Werewolves pack-based generation; increased all following generations
by one number to match.
● Generation 9: Adjusted starting / inherited traits for Generation 9 Heir to match endings from
newly-made Generation 8.
● Generation 10: Added High School Years pack-based generation; increased all following
generations by one number to match.
● Generation 11: Adjusted starting / inherited traits for Generation 11 Heir to match endings from
newly-made Generation 10; added werewolves to the list of occults.
● Generation 14: Added a goal to fix succession rules.
● Generation 16: Added a teen aspiration for the G16H (AtW), and clarified some goals / events.
● Generation 20: Clarified one goal for ease of understanding.
● Generation 25: Changed Dance Machine trait to Party Animal trait.

Version 1.0.1 || February 2, 2022 - More mod recommendations


Added another mod recommendation to the list. No changes to legacy challenge itself.

Version 1.0.0 || February 1, 2022 - Initial Publication


Initial publication of the document for use. No detailed changelog due to first publication.

QUICKSTART

Short Guidelines
● About generations...
○ Select the specific traits and aspirations noted. The rest can be your choice.
○ Focus on the specific skills noted. The rest can be your choice.
○ Follow the goals and events. The rest can be your choice.
○ Select your endings based on goal completion. These affect your next
generation.
○ Follow the heir selection / succession rules. Keep on going!
● About other rules...
○ Avoid money cheats and freerealestate unless the generation allows it.
○ Play on normal / long / custom lifespans.
○ Use mods if you want - I use a ton of them.
○ Ignore rules you don't like, and make up ones you want.
● Read the parts of the full guidelines in bold lettering for better info!

FAQ

What's different between the original Whimsy Legacy and this?


The original Whimsy Legacy offered a premise and goals for ten generations, but that was all.
I like having objectives and consequences in my gameplay. I've expanded those ten
generations to include more goals, plus new events, endings, consequences, and heir selection
/ succession rules. I've also added 20 more generations on top of those, for a total of 30
generations. Wowza!

Which generations are from the original Whimsy Legacy, and which ones are new?

Original Whimsy Legacy Whimsy Legacy Expanded

01: From the Ground Up 05: A Furever Home


02: Close-Knit Family Ties 09: Moonlit Destiny
03: An Unexpected Arrival 11: Start the Game
04: Brick by Brick 14: The Other Side
06: Happily Ever After 15: Seeking the Sun
07: Embracing the Imperfections 16: Around the World
08: The Call of the Forest 17: Too Far, Too Fast
10: Tabloid Turnabout 18: Break the Cycle
12: Seeing is Believing 19: Bury Your Past
13: The Magic Within 20: Big City, Home Cooking
21: Among the Stars
22: A Life in Acrylic
23: Expanding the Family
24: Curated Collections
25: A Dangerous Hunt
26: Darkness Eternal
27: To Cure a Soul
28: Hero of Humanity (NEW in 3.0.0)
29: Lackadaisy Life
30: Full Circle

Which generation should I play first?


If you are brand-new to both the Whimsy Legacy and Whimsy Legacy Expanded, start with
Generation 01: From the Ground Up. That way, you experience it all - it's long, but worth it. If
you have played the original Whimsy Legacy but have not played this Expanded version, start
with Generation 09: Moonlit Destiny. That way, you skip most of the original legacy and get
right into the Expanded stuff.

Can I skip a generation if I don't like it?


Absolutely. This is a long legacy. Skip around if you want, or skip generations entirely. That's
A-OK.

Will you update the Whimsy Legacy Expanded for [insert pack here]?
Most likely! I make updates to this legacy challenge when I have a few packs to go through at
a time or when a really major pack is released, just to make it worthwhile. Feel free to ask me
on tumblr for updates on timing, etc. if it's been a few packs and I haven't said anything about
an update.

Will you update the UI PSD for [insert pack here]?


Probably not anytime soon; I'm less interested in posting screenshots these days, so it's
unlikely that I'll update it unless it's something I plan to also use. Feel free to update it yourself
and send me a link; I'll post a link to your version of the file here for others to see.

This is really long.


Yeah. I write a lot. Sorry!

What about...
Feel free to send me a message on tumblr, and I'll answer it as soon as I can!
GUIDELINES

Traits, Aspirations, and Skills


● All necessary traits, aspirations, and focused skills are listed in each generation.
○ If there are free traits / aspirations, you may choose them for your Sim.
Otherwise, the listed traits / aspirations are considered mandatory.
○ Use a cheat if you are instructed to add lifestyles, bonus traits, etc.
○ Skills are noted for information about which ones you'll be focused on - but you
are not restricted to only learning those skills. Just keep them in mind.
● Infant traits should always be randomized, unless otherwise noted.
○ The same goes for infant / toddler quirks; some may be specified as part of a
generation’s events or goals, but they should otherwise be randomized or you
should use whatever the game bestows upon your infants / toddlers.
● While you are still unsure who the heir will be, you can temporarily use whatever traits
you want. However, you must change them with cheats immediately upon succession
if they differ from what is necessary at time of succession.
● Unless otherwise noted, mandatory traits may not be changed through self-discovery.
○ For example, if the generation’s starting info specifies that your heir starts with
the Active trait, they may not change that trait to Lazy (or anything else) through
self-discovery in-game.
○ If you have ‘any trait’ as a starting condition, you may change these freely
through self-discovery at your discretion.
● Unless otherwise noted, there are no restrictions on how many or which additional
traits may be gained through self-discovery. Go wild!
● Unless otherwise noted, you may use any childhood or teenager aspirations you
want; simply change your heir’s aspiration to the specified aspiration at succession.
○ You may optionally choose to select the generation’s aspiration as a teen, if you
want - this is the only time a ‘head start’ is allowed for heirs.

Goals and Events


● Each generation lists several goals / tasks, which are put into the most optimal order
for completion; the order doesn't really matter.
○ It's not a deal breaker if you don't complete the goals; these mostly affect your
endings, and are there to help facilitate the story. Ignore some if you want.
● Each generation has one or more major life events you need to complete.
○ These are often noted in the goals as well, for ease of checking it off your list.
You do not have to do the events multiple times.
● There are some goals and events that use mods, just for extra fun. These are optional,
and can be ignored if you don’t want to use the mods recommended.

Heirs, Succession, and Endings


● Unless otherwise specified in the generation’s goals / events, you are free to choose
whether to conceive a child, have a science baby, or adopt a child.
○ All are heir-eligible, if they meet the succession criteria for each generation.
● The heir is chosen by specific rules each generation. Follow these!
● Your story should focus on the current heir until specified in the Succession section.
○ You can still control all sims; this is primarily for story. In general, try not to
work too hard toward your next heir's goals until primary focus is on them.
○ There are generations where the story may focus on both heirs at once for a
period of time. Both may work toward their goals at this time, and will be
explained in those sections.
○ Once you meet the criteria for succession, you must consider that generation
complete, and check for endings. If there is an exception to this, it will be
explained in the generation.
● Each generation has an ending that affects your next generation's heir at time of
succession; check the endings to determine how to move forward.
○ Endings are achieved either upon death of the current heir, or at the time of
succession and switching solo, primary focus over to the next generation's heir.
○ To see which ending you achieve, check off which goals / tasks / criteria you
meet beneath each ending. The one with the most boxes checked is your
ending. If it is a tie, roll a random number to decide which ending you get.
○ Endings are just for extra flavor and fun! You don't have to follow them, but I
hope you do find enjoyment with them.
● Don't forget to document your family tree, and consider keeping a memento from each
generation in your family inventory between moves.

Gameplay and Cheats


● You may freely choose whether you want to use townies or pre-made Sims as
potential friends / partners / spouses / etc.
● You may play on normal or long aging; you may not play with aging off.
○ I recommend playing with one-week seasons because of bugs in the game.
Otherwise, I would recommend two-week seasons.
○ Consider modifying your gameplay's age cycle durations instead; you can easily
do this with MCCC so that your Teen / Young Adult / Adult ages are more
proportional to the amount of living you pack into those days. My age cycle
duration recommendation is ~266 days / 38 weeks total. This operates in 7-day
increments (aside from newborns) to keep things fairly even. It's meant to allow
time for you to do things like university as a Young Adult without worrying
about starting a family late in life. (I hated that my Sims were always Elders or
dying when their kids were Teens.)
■ Pregnancy (7)
■ Newborn (3)
■ Infant (7)
■ Toddler (14)
■ Child (21)
■ Teen (28)
■ Young Adult (84)
■ Adult (70)
■ Elder (49)
● Immediately upon succession, you may use a cheat to reset your new heir's age to day
zero of their current age tier in order to better complete their story.
○ This is optional. If you do not do this immediately at time of succession, you
give up your ability to do this in the future.
● Most endings specify traits / lifestyles / etc. that must be applied using cheats.
● Unless otherwise specified, you must move into the worlds noted each generation.
○ Generally, you can choose whichever lot you want, unless otherwise specified.
○ The guidelines for each generation will specify if you are allowed to use
freerealestate to move into a lot for free; by default, you must pay.
● You may purchase trait rewards at your leisure; rewards may only be redeemed / used
by the Sim purchasing them.
○ You are allowed to use an anti-aging potion purchased from the rewards store
once per generation; it must be used by the Sim making the purchase.
○ Mods allowing the inheritance of bonus traits are permitted - and encouraged.
● Money cheats are not allowed, unless otherwise specified in the generation.
● Each generation will specify if or when you are allowed to move in other Sims, or when
you need to move your current heir out of their childhood home.
○ Friends are not permitted to move in with you, but you can have an NPC
roommate if you live in an apartment. Try not to keep too many family members
with you - let your heirs live their own lives!
○ Unless otherwise noted, partners / spouses / Sims moving in are not permitted
to bring more than $5,000 with them upon move-in.
○ There are no restrictions on having Sims stay over temporarily with the in-game
event for it, as long as they do not become part of your household.
● Some generations may specify which relationship dynamics should be used between
your heir and their family members; if not directly specified, you can use whichever
dynamics you would like for your Sims.
● Tutorial quests (such as 'Scoring Simoleons') should generally be avoided, but you can
do them if you prefer having extra money / skills / whatever.
● I'm creating this with all packs in mind; if you don't have something that works for you
or would prefer to use a feature from a pack that isn't mentioned, just go for it!
○ I hate the Eco Lifestyle NAPs, I'm not a fan of the interior design career, and I
don't like Baatu. High School Years' exam system is broken for me, so I skip
doing them manually. Prom and Career Day also break if you have Seasons set
to anything over one week. You can add those in where you see fit, if you like
them.
○ All traits / aspirations / skills should have their associated pack written next to
them. If there’s a trait or event that you can’t do, you can either omit it entirely,
or you can replace it with something that seems equivalent.
● All other gameplay / script mods are generally permitted. I use a bunch for quality of
life. Feel free to do the same - it's more important to enjoy the game.
○ There are some mods that I’ve included to have optional goals / events. These
may also have ending conditions associated with them. Feel free to ignore them
if you don’t want to use those mods!
● Ignore the rules you don't want, and make up ones you would like to see. Make it yours!

RECOMMENDATIONS
All recommendations are categorized by type and sorted alphabetically by creator. Mods used for optional goals,
events, or end conditions are marked with a special bullet (✤) and the generation(s) where they are used are noted.
Optional goals in generations use blue checkboxes and say (MODDED).

Gameplay Mods (Base Game)

✤ Dynamic Teen Life by a.deep.indigo


○ Greatly enhances teen gameplay with new after-school activities, popularity,
social groups, romance, and more. It’s Base Game-compatible, but has
additional features for other packs - including High School Years, Snowy
Escape, Get Famous, and Parenthood.
○ Requires the Mood Pack Mod by Lumpinou listed below.
○ Recommended for gameplay purposes in Gen 28: Lackadaisy Life.

● Alien Bloodlines by Baniduhaine


○ Bloodlines come into play in later generations - it's totally optional, but a fun
add-on to keep the supernatural genes going if you like them!
○ Other options for other supernaturals available, too.

● MC Command Center by Deaderpool


○ This will make it infinitely easier to add lifestyles, bonus traits, etc.
○ Can be used to modify age duration, as well.

✤ Keep Sims in Home Region by Kuttoe


○ Only allows Sims living in a world to visit the lots in that world; allows filters
and other special rules for tourists and festivals, etc.
○ Recommended for gameplay purposes in Gen 06: Happily Ever After and Gen
16: Around the World.

● Random Bug Fixes / Random Small Mods by LittleMissSam


○ Absolute game-savers. Browse through and find the ones that would best suit
your own gameplay or encountered bugs.

✤ First Love by LittleMissSam


○ Adds cute relationship options for children Sims to have crushes, confess to
crush, have first boyfriend / girlfriend, etc. Allows childhood relationships to
persist into teenage years if both Sims age up within a week of each other.
○ Used for an optional goal in Gen 06: Happily Ever After.

✤ Relationship & Pregnancy Overhaul by Lumpinou


○ Creates more unique events and interactions around situations like pregnancy,
divorce, adoption, etc. Multiple interchangeable modules.
○ Recommended for gameplay purposes in Generations 3 (AUA), 7 (EtI), 10 (TT),
17 (TFTF), 18 (BtC), and 22 (ALiA).

● LGBTQIA+ / Gender and Orientation Overhaul by Lumpinou


○ Enhances LGBTQIA+ options for gameplay, adding things like better gender
identity, split orientations, coming out, gender transitioning or affirmation, etc.

● Childbirth Mod by pandasama


○ Adds ultrasounds, different birth types, and lactation to the game, as well as
several new interactions with animations.
○ Read the info on the downloads page carefully - there are some extra steps to
add the ultrasound machine to your hospital in-game, etc.

● Paint From Reference Anywhere by Scumbumbo


○ This gives you an option to create a canvas by taking a photo with a camera.

✤ Ghastly Ghosts by simchipped


○ Overhauls the ghost occult in the game to make it more unique - not all Sims
can see ghosts, ghosts will stop using cell phones, etc.
○ Recommended for gameplay purposes in Gen 14: The Other Side.

● Happy Haunts by simchipped


○ Adds a new graveyard lot type, lot NPC, and lot effects, along with more
functionality for tombstones and mourning.
○ It is highly recommended to create a mausoleum on a graveyard type lot to
store your legacy's tombstones and memorabilia, so that things don't get lost as
you move around!

● Wonderful Whims by TurboDriver


○ Adds attraction, impressions, menstrual cycles, birth control, and more.
○ Basically a more SFW version of Wicked Whims.

Gameplay Mods (Pack-Specific)

● Custom Nuptials by a.deep.indigo [My Wedding Stories]


○ Tweaks Wedding Stories gameplay for some bug fixes and better reactions,
interactions, and more. Also adds more options to wedding planning.
○ Adds some Wedding Stories interactions to Base Game, too!

● Dine Out Reloaded by Carl [Dine Out]


○ Overhauls the Dine Out restaurant system to greatly improve both visiting and
owning restaurants.
○ Recommended for gameplay purposes in Gen 20: Big City, Home Cooking.

● Milestones: Expanded by Lumpinou [Growing Together]


○ Adds 50+ milestones to the game, plus adds Social Bunny posts and info in
profile tabs about who the Sim experienced the milestone with, etc. Also alters
some original milestones - for instance, it splits ‘ended a relationship’ into two
separate milestones for breaking up and divorce.
○ Can be used with Lumpinou’s mods for Milestone Cheats and Milestone Fixes.

● Immersive Social Bunny by plumlace [High School Years]


○ Adds over 2,300 more post types to Social Bunny, using life events and other
milestones from different packs. It’s so nice to not see the same five Social
Bunny posts over and over.

✤ Club Activities Collection by simchipped [Get Together]


○ Adds new club activities to expand the club system further, plus adds cross-
pack features from Paranormal Stuff, My Wedding Stories, and Werewolves.
○ Recommended for gameplay purposes in Gen 23: Expanding the Family.

● Flower Pets by simchipped [My Wedding Stories]


○ Allows dogs to be the flower pal at a wedding.

✤ Haunted Locations by simchipped [Paranormal Stuff]


○ Unlocks the Haunted House gameplay for any venue type by making it a lot
challenge trait. Be careful of using on apartments or small lots.
○ Recommended for gameplay purposes in Gen 14: The Other Side.

● Immersive Vampires by Zer0 [Vampires]


○ Adds more gameplay options to Vampires, allowing for a more robust
experience.

● Vampires Can Kill by Zer0 [Vampires]


○ A darker mod, if you like darker gameplay. Allows vampires to kill by drinking
too deeply, as well as the ability to turn humans into 'cattle' for harvesting
blood.
● Realm of Magic - Tweaks and Fixes by Zer0 [Realm of Magic]
○ Offers a multitude of tweaks and fixes for Realm of Magic gameplay. I
recommend using the following: Too Many Needs Potion, Harder Sages - More
Relationship, Don't Turn NPCs Into Spellcasters, Harder Witchcraft, Wands
Decrease Charge Cost, Walk By Broom in Magic HQ Only, and Create Motes.

● Magic Realm Initiation Rework by Zer0 [Realm of Magic]


○ Reworks how the Realm of Magic Initiation occurs; now Sims have to complete
a different task for each Sage to become a spellcaster.

● Expanded Spells Collection by Zer0 [Realm of Magic]


○ Adds more spells for spellcasters.

● Simple Craftable Wands, Brooms & Tomes by Zer0 [Realm of Magic]


○ Allows Sims to craft wands, brooms, and tomes for personal use.

Trait / Skill / Likes & Dislikes Mods

● Talents & Weaknesses by Lumpinou


○ Makes it so Sims with certain traits have an easier / harder time learning certain
skills - for instance, Lazy Sims might earn fitness more slowly, etc.
○ Can manually apply these, or allow for auto-assignment of certain talents,
weaknesses, etc. I like the auto-assignment!

● Unlimited Likes & Dislikes by Zerbu


○ Allows Sims to have unlimited likes & dislikes.

Mood Mods

● Mood Pack Mod & Custom Moods by Lumpinou


○ Mood Pack Mod adds new mood names that Sims can experience, which
contribute to existing mood types; it does nothing on its own, and needs to be
used by other mods to have any effect.
○ Custom Moods adds 50+ custom moods to existing game moodlets to make
them a bit more diverse, using custom moods from the Mood Pack Mod.

● Meaningful Stories by roBurky


○ Changes how moods affect Sims; makes mood swings less intense so that
emotions behave in ways that are smarter and more nuanced. Changes in mood
are more significant, last longer, and are less affected by environmental auras.

Miscellaneous Mods

● Advanced Sims Statistics by PurpleThistles


○ This will help you see additional statistics in your Sim's profile; it makes
counting the number of times something was done a little easier overall.

Templates

UI Mockups (PSDs)
Last updated on February 1, 2022. No future updates planned. Sorry!

If you want to take screenshots along the way to document your legacy, I've created several
templates to mimic TS4's notifications, moodlets, etc. You can paste these over your
screenshots. Each of the below come as PSDs, and are free for download on SFS (no adfly).
You have to use Photoshop to get the layers / colors / etc. to work correctly. These are meant
to be used with L'Univers Sims' icon rips from the game, and utilize The Sims Sans fonts.

Click on the previews to open them individually in SFS (no adfly) or click here for the entire
folder.
GEN 01: From the Ground Up
You are without a home, but not without love.
PREMISE

Your story begins as most stories do... with endurance.

You are homeless. You’ve gone out into the world with nothing but a tent and a dream.

As a child, you never had somewhere you could call home. You were bounced from place to
place, always dreaming of a home to call your own... A sweet, suburban life, complete with a
family of your own.

Since childhood, you have longed for a life of normalcy. You are tired of everything around you
being turbulent and broken... So you search for joy in the mundane.

Life is lonely at first, but fortunately, you find love with another homeless Sim. Though the two
of you have little to nothing, it feels like absolutely everything with your partner by your side.

You are a carefree, nature-loving, naïve dreamer. Some may call you a hippy, but you just call
yourself happy.

From the ground up, you create.

You make candles, fabricate your own furniture, and search dumpsters to make it by, day by
day. Eventually, you have a home of your own, built with your own two hands.

A tiny home, but a home nonetheless.


You've done it - your dream is finally realized!

You will stay in this comfy, small, shoe-box sized home for the rest of your life, making a living
by growing in your garden, raising your children, and selling the things you make at the local
markets.

It's a meager life, but it's everything you've ever wanted.

STARTING INFO
Aspiration(s): Master Maker [Eco Lifestyle]

Traits:
● Loves Outdoors [Base Game]
● Freegan [Eco Lifestyle]
● Any Trait

Bonus Traits / Lifestyles:


● None

Focused Skills:
● Fabrication [Eco Lifestyle]
● Handiness [Base Game]
● Wellness [Spa Day]

EVENTS / GOALS

Events

From the Ground Up


As you earn funds, build your own home on your lot. You should use the micro / tiny
home features in Build / Buy mode. As a young adult, you must live in the smallest tier
micro home; in adulthood, you may expand to the largest tier of tiny home.

Family Life
Get married to another 'homeless' Sim - in other words, when you marry, they are not
permitted to bring any money with them upon move-in. You must have at least one
child, and your child(ren) should be named based on a nature theme.

Goals / Tasks

● Have at least 3 tattoos.


● Rarely wear makeup, and dress as casually as possible at all times.
● Start on an empty lot in Willow Creek or Windenburg, and reduce money to $0.
● Can use any lot size, so long as it becomes a tiny home lot later.
● Give your Sim a tent and a potty bush.
● Use money cheats to set money to $0.
● Be self-employed with the Freelance SIMply Crafted career.
● If you have any issues with gigs, you can use the Manual Labor career instead.
● (EVENT) Must build and live in a suburban-style micro home for your entire life.
● May upgrade to a tiny home upon aging into adulthood.
● Your home should be filled with plants. All over the place. Everywhere!
● Foster a healthy garden on your lot.
● (EVENT) Find love while 'homeless,' and marry.
● Spouse may move in, but cannot bring any money with them.
● Your spouse may have a part-time job, but not a full-time job or career.
● Name all children after nature.
● Must have at least one child, but may have as many as you'd like.
● Master the Fabrication / Handiness / Wellness skills.
● Complete the Master Maker aspiration.

SUCCESSION

Heir Selection
G02H (CKFT) should be the child with the highest relationship to the G01H (FtGU) when the
G01H (FtGU) ages into an Elder; if it is a tie, the role of G02H (CKFT) defaults to the oldest
child between the tied heirs.

Succession
Succession occurs the moment that the G01H (FtGU) becomes an Elder, even if the G02H
(CKFT) is not yet a young adult. If not a young adult yet, they may remain in the childhood
home until they age up.

Endings
Check the boxes for each criteria you meet at the moment you switch to your next heir. If
selecting an ending before death, just ignore those boxes. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Suburban Bliss
● Mastered all of the focused skills.
● Completed the listed aspiration(s).
● Managed to build a respectable home during young adulthood.
● Your garden continued to flourish throughout your life.
● You left behind $15,000 or more for your heir to take upon move-out.
● Had multiple children.
● Had positive relationships with all children at time of succession.
● Spouse still alive at time of succession.

The Lives We Leave Behind


● Did not master all of the focused skills.
● Did not complete the listed aspiration(s).
● Did not manage to build a respectable home until adulthood.
● Most of your plants wilted, or you did not care for your garden well.
● You did not leave behind $15,000 or more for your heir to take.
● Had only one child.
● Had negative relationships with one or more children at time of succession.
● Spouse passed away before succession

Suburban Bliss
You led a life surrounded by love; you created a space of your own, which you cherished
throughout all of your days. Though you started with nothing, what you have built is more than
just a home - it's a life, well-lived. It was yours... and it is your family's. This must be bliss.
You've managed to lay the foundation for what will be a long, long legacy ahead.

The Generation 2 Heir will begin their story with the Home Turf bonus trait, which should be
added manually.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $10,000 total after the household split.

The Lives We Leave Behind


You knew that it wouldn't be easy, starting with so little. You did what you had to do in order
to get by, and you found happiness despite what world-weary woes were sent your way. That
determination to live and make the most of what you had - not just for yourself, but for those
you leave behind - is an enduring trait that will follow through your lineage for years to come.
The Generation 2 Heir will begin their story with the Frugal bonus trait, which should be added
manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,500 total after the household split.

GEN 02: Close-Knit Family Ties


Finding happiness on your own terms, in your own time.

PREMISE

Happiness isn't found only in a partner's embrace.

You grew up well-loved by your parents, raised with care and compassion. They were the
perfect couple. After watching their storybook romance grow deeper with each passing day,
you start to question whether it's even possible for you to have the same thing someday.

It begins to feel daunting.

So instead of facing it, you choose to stay away from love. You might go on a date here and
there, but ultimately, your fear and anxiety about having a partner keeps you single for the
majority of your life.

Though you never wanted for a partner, you still adore children. You've always wanted to be a
parent. The idea of giving a young Sim a home, full of love for the rest of their life... Outings
and holidays - memories made as a family... The thought makes your heart swell. You want to
be that for someone.

And whoever said you needed a partner to have kids?


You say to hell with societal norms, and adopt four children throughout your life. You parent
them alone. Even though it’s just you, they have all of the love they could ever ask for. You
create lasting memories together. They are happy. You are happy. Your family is picture
perfect.

You are a super parent and even though you've never had a romantic interest, you still feel that
your life is completely full of love.

... Until you hit elderhood, that is.

Caught by surprise, you meet someone with whom you instantly connect. You've both lived
your own lives, complete with individual experiences and lessons learned. And now, you find
yourself completely and utterly in love, inexplicably and unexpectedly.

You live out the rest of your days with your newfound soulmate and knit adorable creations for
your grandkids.

STARTING INFO

Aspiration(s): Super Parent [Parenthood]

Traits:
● Unflirty [Base Game]
● Family Oriented [Base Game]
● Any Trait

Bonus Traits / Lifestyles:


● Home Turf (Suburban Bliss) [Multiple Packs]; OR
● Frugal (The Lives we Leave Behind) [Base Game]

Focused Skills:
● Parenting [Parenthood]
● Research & Debate [Discover University]
EVENTS / GOALS

Events

Welcome to the Family


Adopt three children into your family and have one science baby alone. You may adopt
throughout young adulthood, adulthood, and elderhood; however, all four children
must be in your household before you may complete your second event.

Dearly Beloved
Find love with another Sim and get married as an elder. Go all out on your wonderful,
amazing, picture-perfect wedding. Host multiple events - bachelor/ette party, rehearsal
dinner, the ceremony itself - and invite everyone. Enjoy it.

Goals / Tasks

● Upon succession, move out of your childhood home and into your own home.
● There are no restrictions on where you may live.
● Have a gallery wall full of family photos.
● Always have at least one pet in the household.
● Must go ALL OUT for every season and holiday.
● Like, your house is DECORATED. Your tree is perfect. Your home should be in a
magazine. Your neighbors are either jealous of you or hate how overboard your
lawn is around the holidays. Yeah, that kind of dedication.
● (EVENT) Adopt 3 children in your lifetime, and have 1 science baby.
● The first three adopted children must be child age - not infant, toddler, or teen.
● May begin adopting in young adulthood, and may be spread out through young
adulthood, adulthood, and elderhood at your preference.
● The fourth child must be a science baby, done alone - not with another Sim.
● All children must be in the household before starting your relationship.
● Must not be in a committed relationship until elderhood.
● Teen relationships before succession are all OK. Flings and one-night stands are
permitted sparingly, as long as you do not go above 25% on the romance meter
with any Sim.
● (EVENT) Get into a relationship and get married as an elder.
● Change your Unflirty trait to something else through self-discovery after marriage.
● Complete the Education career.
● Master the Parenting / Research & Debate skills.
● Complete the Super Parent aspiration.

SUCCESSION

Heir Selection
G03H (AUA) should be the science baby, or the youngest adoptee who can bear children. If
none can bear children, then the G03H (AUA) should be the science baby - just rework the
story prompts to better fit your scenario.

Succession
Succession occurs the day after the G02H (CKFT) gets married or dies, whichever comes first,
even if the G03H (AUA) is not yet a young adult. If not a young adult yet, they may remain in
the childhood home until they age up.

Endings
Check the boxes for each criteria you meet at the moment you switch to your next heir. If
selecting an ending before death, just ignore those boxes. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

For Richer...
● Had positive relationships with all children at time of succession.
● Adopted all children + had a science baby as a young adult.
● Stayed single until elderhood.
● Hosted 2+ wedding-related events.
● Mastered all of the focused skills.
● Completed the listed career(s).
● Completed the listed aspiration(s).

... or for Poorer


● Had negative relationships with one or more children at time of succession.
● Had one or more biological children (not science babies).
● Had a relationship before elderhood.
● Died before getting married or only hosted the wedding ceremony event.
● Did not master all of the focused skills.
● Did not complete the listed career(s).
● Did not complete the listed aspiration(s).

For Richer...
Your childhood was rich with love from your parents. You paid that forward in kind as an adult,
sharing that familial love with your adopted children. And beyond that... well, to find yourself
in love with another Sim, despite all odds... It has made your life all the more rich. Your
compassion and approachability are traits that your children carry with them forevermore.

The Generation 3 Heir will begin their story with the Compassionate and Incredibly Friendly
bonus traits, which should be added manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,500 total after the household split.

... Or for Poorer


Although your skills as a parent could rival those of your own parents, you'd always, always
worried about whether a romance of your own could ever live up to theirs. And, truth be told...
You're still a little unsure. Even if you've finally found someone you want to spend the
remainder of your life alongside, your uncertainty has fostered similar emotions in your
children, who have grown to be as poor with relationships as you once were.

The Generation 3 Heir will begin their story with the Uncontrolled Emotions and Beguiling
bonus traits, which should be added manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,500 total after the household split.

GEN 03: An Unexpected Arrival


Unplanned, but certainly not unwanted.

PREMISE

Sometimes life brings you a little bundle of joy in the shape of an accident.

As soon as you're of age - after whirlwind teenage years of partying, skipping classes, and
turning in homework late - you become a mixologist at the local bar.

You are a clumsy Sim who fears the sound of commitment, but loves to have a good time. You
enjoy dating new and exciting Sims, but you never, ever commit to anything too serious.

You love your job, and you love that you don’t have to show up for anyone. Period.
If you don’t have to show up for anyone, then you can’t disappoint them, right?

One morning, after a rough night of partying and a whole lot of bubble blowing and juice, you
wake up feeling... off. There's something that just isn't right, and you just can't shake it. You’re
tired, you’re feeling ill, and food sounds absolutely revolting.

... It can't be. But it is.

One pregnancy test later, and sure enough, the lines clearly fade into view.
You're about to be a parent.

After the initial wave of fear, you regain your senses, heart filling with warmth at the idea of no
longer being alone. While having children was hardly the first thing on your mind, you can’t
say you'd totally ruled out having a few later in life. Turns out later is right now.

But... who is the parent? All at once, you recall the night before, and realize that there are three
different possibilities. The catch is, you won’t know the answer for sure until the baby is here.
Is that too late? Will you confront your partner when you find out, jump in with them and co-
parent, lie and tell a different partner the child is theirs, or will you go it alone?

STARTING INFO
Aspiration(s): Serial Romantic [Base Game]

Traits:
● Clumsy [Base Game]
● Party Animal [High School Years]
● Non-Committal [Base Game]

Bonus Traits / Lifestyles:


● Compassionate (For Richer) [Parenthood]
● Incredibly Friendly (For Richer) [Outdoor Retreat]
● Uncontrolled Emotions (Or for Poorer) [Parenthood]
● Beguiling (Or for Poorer) [Base Game]

Focused Skills:
● Dancing [Get Together]
● Mixology [Base Game]
● Juice Fizzing [Eco Lifestyle]

EVENTS / GOALS

Events

Gimme! Gimme! Gimme! (A Man After Midnight)


Have your Sim romance at least three different Sims at once, enough to be able to
woohoo / try for baby with each. Be careful of jealousy! No getting married or entering
into any kind of committed relationships.

Voulez-Vous
During the first half of your young adulthood, complete the 'try for baby' interaction
with three different Sims in one night. Do not test for pregnancy at all; wait until the
next couple of days and see if your Sim experiences any symptoms of pregnancy. If not,
do it all over again. If your Sim cannot get pregnant, first check all three partners for
pregnancy; if none are pregnant, try again OR randomly select one of your partners to
have a science baby with three to seven days after the one-night stand, as if a baby
was dropped off at their doorstep by an unknown partner.

When All is Said and Done


Choose whether to parent the child alone, confront the correct partner, or approach a
different partner to claim that the child was theirs. In the event you choose to confront
or approach a partner (regardless of whether they are the correct one), start an
argument with them and then play out the scenario from there.

Goals / Tasks

● Upon succession, move into a dingy apartment / rental in San Myshuno or Tomarang.
● You may not use freerealestate.
● Always have a bright / fun hair color. Change it up frequently!
● Have a hobby making juice / nectar.
● (EVENT) Romance at least three Sims at once.
● Do not get married or enter a committed relationship before having a baby.
● (EVENT) Complete the 'try for baby' interaction with three different Sims all in the
same night. Do not test for pregnancy; if signs of pregnancy never show, try again.
● If your Sim is unable to become pregnant, check partners for pregnancy. If not
pregnant, try again OR have a science baby with a randomly-selected partner
three to seven days later as if dropped off from an unknown partner.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to use paternity
testing features for extra drama.
● Name the child after an alcoholic beverage.
● (EVENT) Choose whether to parent the child alone, confront the correct partner, or
approach a different partner.
● Try not to look at the family tree until after you've confronted the possible co-
parent - this makes it more fun! You can look after you've started an argument
with one of your partners, if you choose to confront anyone.
● Start a fight with who you think is the co-parent or who you have chosen to be
the co-parent, then decide to make up or split up based on the reactions.
● A 'child support' payment of $500 per week may be added if you choose to
parent the child alone.
● Obtain as many milestones as possible for your infant.
● Live life normally from there, with or without a partner - new or old.
● If co-parenting, the partner may move into the household even if not married.
● You may have more children and / or marry after the first unplanned child.
● Master the Dancing / Mixology / Juice Fizzing skills.
● Complete the Serial Romantic aspiration.
● Complete the Mixologist career.

SUCCESSION

Heir Selection
G04H (BbB) should be the unplanned child. In the case of a multiple birth, the G04H (BbB)
should be the first-born unplanned child.

Succession
Succession occurs when the G04H (BbB) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment you switch to your next heir. If
selecting an ending before death, just ignore those boxes. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Mamma Mia
● Decided to parent your heir alone, even if a partner was confronted.
● Never continued a relationship with any of the original partner(s).
● Your heir obtained 16+ milestones as an infant.
● Did not have any additional children.
● Your heir had neutral confidence.
● Completed the listed aspiration(s).

Here We Go Again
● A partner who was not the parent of your heir became a co-parent and moved into the
household (even if temporarily).
● Never got married to anyone.
● Your heir obtained 15 or fewer milestones as an infant.
● Had one or more other children out of wedlock / commitment.
● Your heir had low confidence.
● Did not complete the listed aspiration(s).
How Can I Resist You?
● The partner who was the parent of your heir became a co-parent and moved into the household.
● Got married to the parent of your heir.
● Your heir obtained 16+ milestones as an infant.
● Had one or more additional children with the co-parent.
● Your heir had high confidence.
● Completed the listed aspiration(s).

Mamma Mia
Your child may have been unplanned, but you adored them all the same - and you didn't need
a co-parent to raise them right, either. As a single parent, you focused your all on your child.
Even if it meant late shifts at the bar, or taking multiple jobs... by god, you were going to give
them a good life. It wasn't easy, by any means. Kids ask for a lot, and yours was no exception.
Still, you loved - and still love - them with all your heart, now and forever.

The Generation 4 Heir will begin their story with the High Maintenance trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Independent
bonus trait, which should be added manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $8,000 total after the household split.

Here We Go Again
They say a cheetah doesn't change its spots - and honey, you wore yours proudly. You hadn't
learned your lesson the first time around, perhaps. Or, if you did, you chose to ignore it out of
sheer will. Even if you loved your child, you also loved your life - and having a kiddo wasn't
going to stop you from making the most of the parties, the juice, the relationships... Your child
learned to get along somehow. And they turned out well enough, didn't they?

The Generation 4 Heir will begin their story with the Perfectionist trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Needs No One bonus
trait, which should be added manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $8,000 total after the household split.
How Can I Resist You?
You may have been a wild child, irresponsible and free - but you weren't ignorant, by any
means. When faced with such a tough situation, you knew that reaching out was the right
thing to do... even if it meant owning up to your mistakes, giving up your old habits, reaching
out to your partner. And despite all odds, you overcame your rocky beginnings. You raised your
child, together, stronger than ever before. An unconventional family, but a family nonetheless.

The Generation 4 Heir will begin their story with the Family Oriented trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Responsible
bonus trait, which should be added manually.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $8,000 total after the household split.

GEN 04: Brick by Brick


You can find the beauty within what's broken.

PREMISE

Ever since you can remember, you have loved houses and architecture.

You remember late nights being driven to your babysitter’s house while your parent worked
late nights at the bar. You remember staring out the window, watching overgrown homes fade
away. Your heart ached for what once was - older eras, their designs and dreams
memorialized in their homes, now loved by generations upon generations of tenants.

Not only did you love those houses, but you loved the ones at the end of the street - the
wayward, broken-down abodes. The ones with broken beams, chipped paint, crumbling
stones. The ones that no one cared for anymore. The ones you felt must have been loved once,
a very long time ago.
You could see the potential and the history in every plank of wood and every brick that kept
those homes standing.

As a teen, and into young adulthood, you find yourself having a terrible habit of befriending
and dating 'fixer upper' Sims. Or were you hoping they would be the ones to fix you? Growing
up with your chaotic parent and unconventional household, it was hard not to feel that way.

You had to learn the hard way that you can’t fix Sims... so you’d just have to stick to houses.

You set off into the world with a single goal: to turn what was seen as unfixable into
something beautiful. If only you could make others see what you saw in those homes. You flip
every house on your street; in time, every old and worn-down house is made new again.
Refreshed. Revitalized. You slowly but surely build up the neighborhood into something brand
new.

You work as a freelance artist on the side to sustain yourself and your family. Simterest is
practically your best friend. You also run a very successful Simstagram page where you post
photos of your projects and your daily life. Keeping up with it almost becomes a job on its own,
but being able to share your love of these homes with others drives you to keep going.

And that love for those homes opens your life to love for yourself; through your social network,
you found out about a flea market in the city... where you meet a Sim with a passion for
woodworking and handiness. Together, you flip the disasters that once were grand back into
beautiful dreams for new Sims.

You soon discover that you were right - these homes could be loved again. And so could you.

STARTING INFO

Aspiration: Any aspiration; something creative recommended

Traits:
● Self-Assured [Base Game]
● Ambitious [Base Game]
● Inherited Traits
○ High Maintenance (Mamma Mia) [Spa Day]
○ Perfectionist (Here We Go Again) [Base Game]
○ Family Oriented (How Can I Resist You?) [Base Game]

Bonus Traits / Lifestyles:


● Independent (Mamma Mia) [Base Game]
● Needs No One (Here We Go Again) [Base Game]
● Responsible (How Can I Resist You?) [Parenthood]

Focused Skills:
● Handiness [Base Game]
● Painting [Base Game]
● Photography [Base Game]

EVENTS / GOALS

Events

Flip or Flop
Over the course of your lifetime, remodel every residential lot in Willow Creek. You can
choose to do this with the interior design career, or you can just use edit lot mode
manually. You do not need to use your own funds to build homes; however, you could
consider randomly rolling for an allocated budget. If you finish under budget, up to
10% of the remainder after your remodel can go back into your household funds with
cheats. Do not remodel more than one lot every three Sim days, and no remodeling on
weekends.

Marketplace Meet-Up
Visit the Flea Market in San Myshuno, and meet a Sim who becomes 'the one.' This Sim
should manually be given the Manual Labor part-time career and level 5 skill in
handiness. You can use a random number generator to decide whether each Sim
encountered might be 'the one.' Roll 1 - 20; if you get a 1, the Sim is assigned the
Manual Labor career with cheats. If none are selected, try again at the next flea market,
or the next time you visit a lot with a marketplace / handy theme.
Moving In
Before you can remodel the final lot, you must decide whether to do it with your own
funds, or whether to remodel to your heart's content with lot edit. If you decide to use
lot edit and freerealestate to move in afterward, you must first deduct $20,000 from
your family funds.

Goals / Tasks

● Be dressed to impress all the time. Growing up in hand-me downs, you felt self-
conscious. Now you're able to dress as fantastically as your heart desires!
● Move out of your childhood home and into Courtyard Lane, Willow Creek.
● If you've bulldozed / changed this lot in the past, just start with a rather simple,
minimalistic home.
● Post to social media / use Social Bunny at least once every day.
● (EVENT) Remodel every residential lot in the neighborhood during your lifetime,
starting with your own home.
● Do not remodel more than one per three Sim days, and no remodeling on
weekends.
● This may be done with the interior design career, or in edit lot mode.
● You may place your own run-down builds in those lots and renovate those.
● You do not need to use your own funds to remodel homes, unless you want to.
● If you want an extra challenge - randomly select a budget! If you manage to
stay under budget, you can add the leftover funds to your Sim's household.
● Consider turning some lots into rental lots for the next goal.
● In addition to your job as a freelancer, rent out the lots you renovate to make a living.
● It's up to you what the rent is, or what conditions you have your tenants living
in.
● (EVENT) Move into the final home that you flip.
● Either purchase and remodel the lot with your own funds, OR deduct $20,000
and use freerealestate to move into the lot after remodeling.
● (EVENT) Visit the Flea Market in San Myshuno, and meet a Sim in the Manual Labor
part-time career with passion for woodworking.
● Use a random number generator to decide whether each Sim encountered might
be 'the one.' See event details for suggestions.
● Marry the Sim you met and start a family together, with at least two children.
● Every child’s name must share the same first letter.
● For example: Ingrid, Isabel, Ivy, Isaac.
● Complete the Freelancer (Art) career.
● Complete the Handiness / Painting / Photography skills.

SUCCESSION

Heir Selection
The G05H (AFH) will be the first child in the family to go through the childhood “I’m a Bear!”
phase. If none go through this phase by the time they all age into teens, the G05H (AFH) may
be any of the children in the family; randomly roll or personally select your heir when your
youngest child ages into a teen.

Succession
Succession officially occurs when the G05H (AFH) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Home Sweet Home


● Inspired more times than you were Focused.
● Forgot to post to social media more than 5 times total.
● Completed the Painting skill before Handiness, or it was highest at succession.
● Had the Deeply Connected or Deeply In Love sentiment with your spouse.
● Used freerealestate to move into the final lot.
● Final home was decorated in a more classic or Victorian-like style.
● Primarily renovated homes, not rental lots.
● As a landlord, dealt with two or fewer tenant revolts.
● Had three or more children.
● All familial relationships greater than 75% friendship.

Fixer-Upper
● Focused more times than you were Inspired.
● Forgot to post to social media fewer than 5 times total.
● Completed the Handiness skill before Painting, or it was highest at succession.
● Had the Growing Closer from Quality Time or the Impressed sentiment with your
spouse.
● Used your own funds to renovate the final lot.
● Final home was decorated in a more modern or industrial-like style.
● Primarily renovated rental lots, not homes.
● As a landlord, dealt with three or more tenant revolts.
● Had only one or two children.
● One or more familial relationships below 75% friendship.

Home Sweet Home


Home is where the heart is, and yours is a reflection of your love. You never wanted for
warmth, and though there were times you had to stoke the flames on your own, they've been
aglow ever since. That fire - is what kept you going long nights under broken beams, is what
brightened the halls of your home, is what you've passed on to your children. For all of their
days, you know that that light and assurance will continue to keep them warm.

The Generation 5 Heir will begin their story with the Self-Assured trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Marketable
bonus trait, which should be added manually.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.

Fixer-Upper
Perhaps you couldn't quite 'fix' other people, but you could sure fix a house. And that know-
how is what kept your life together - through years of home renovations, through building a
family, through raising your children. It was ambitious, really. But when you're building a life
for yourself, you have to be a little ambitious, don't you? You wanted the best for your family,
and they learned to reach for the stars, like you. To build something out of nothing.

The Generation 5 Heir will begin their story with the Ambitious trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Entrepreneurial
bonus trait, which should be added manually.
The heir may take a maximum of $18,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

GEN 05: A Furever Home


Always put your best paw forward.

PREMISE

You still remember the first time you met an animal.

Your parent was constantly on the move, remodeling home after home in Willow Creek. And
as a result, you moved around the neighborhood with them while they worked, wasting away
afternoons laying on the lawn outside their latest project. With few friends at school, you
found yourself alone more often than not.

So instead, you let your mind and imagination wander.


And eventually, your body followed suit.

You promised never to venture too far beyond the yard, the street, the neighborhood.

And one day, while on one of your solo adventures, you came across a stray pet sitting by a
bush of roses, nursing a sore paw. They’d gotten a little too rambunctious, and their paw was
riddled with sharp thorns. Though you couldn’t exactly communicate, you could tell they
needed help - and you knew that you had to be the one to do it. Gingerly, you pulled the
thorns free from their injured paw, and shortly thereafter, you’d made your first furry friend.

You never forgot that day. Even now, after moving to Brindleton Bay and as you apply for
grants to open your own vet clinic, you remember that pet, those thorns, their relief. The light
returning to their eyes - that glimmer of hope and gratitude - keeps you going, steadfast and
resolute. Daily, you vow to yourself: you’re going to own a clinic of your own someday, and
you’ll help every animal you possibly can, big or small.

Soon enough, you receive a grant from the Brindleton Pets Foundation, and your dream
becomes a reality. You meet fellow vets - other Sims who share your love of animals and
compassion - and you even fall in love with one of them, starting a family together.

And alongside the pets you adopt and care for, your home will furever be full of love and joy.

STARTING INFO

Aspirations:
● Friend of the Animals [Cats & Dogs]

Traits:
● Dog Lover OR Cat Lover [Cats & Dogs]
● Any Trait
● Inherited Trait
○ Self-Assured (Home Sweet Home) [Base Game]
○ Ambitious (Fixer-Upper) [Base Game]

Bonus Traits / Lifestyles:


● Marketable (Home Sweet Home) [Base Game]
● Entrepreneurial (Fixer-Upper) [Base Game]

Focused Skills:
● Pet Training [Cats & Dogs]
● Veterinarian [Cats & Dogs]

EVENTS / GOALS
Events

Homeward Bound
Upon succession, move out of your childhood home and into Brindleton Bay. You can
choose whether to move into a pre-built home or build your own - but you may not use
freerealestate. Make sure you have room for veterinary equipment later (or an
expansion onto your home) and that you have a big yard for pets to play in.

The Doctor Is In
Congratulations - the Brindleton Pets Foundation has granted you a hefty sum to go
toward opening your own vet clinic in the neighborhood! Add $10,000 to your
household funds using cheats, then purchase an existing vet clinic or purchase an
empty lot and build your own. You must use your own funds to build or renovate; no
use of freerealestate or additional cheats allowed.

Goals / Tasks

● (EVENT) Move out of your childhood home and into Brindleton Bay.
● Have at least one pet-themed everyday outfit.
● This could be something as simple as an outfit with an animal graphic on a shirt,
to a full-blown bear costume. Your choice. Wear it regularly and proudly.
● Always own at least one dog and one cat at all times.
● If a pet passes away, you must adopt another one as soon as the sad moodlet
for death goes away.
● Name your pets after famous or fictional animals. (Balto, Hachiko, Jiji, etc.)
● Open a Simstagram account for one of your pets.
● Meet a stray pet on a non-vet clinic lot.
● Meet a ghost pet in Brindleton Bay.
● Purchase veterinary equipment for your home.
● (EVENT) Open your own veterinary clinic.
● You get a grant for $10,000 to help subsidize your clinic, which you may add to
your household funds with cheats. Yay, free money!
● Hire at least one employee to help you run your clinic.
● Fall in love with a fellow veterinarian and start a family.
● This could be one of your employees, or a vet at another clinic.
● Master the Veterinarian skill.
● Master the Pet Training skill.
● Complete the Friend of the Animals aspiration.

SUCCESSION

Heir Selection
The G06H (HEA) may be any of the children in the family; randomly roll or personally select
your heir when your oldest ages into childhood, even if your selected heir is currently younger
than a child.

Succession
Succession officially occurs when the G06H (HEA) leaves for university. You will be working
toward some of the G06H (HEA) goals as a child / teenager, so please look ahead.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

When Nature Calls


● Owned more dogs than cats.
● At time of succession, your highest pet relationship was with a dog.
● Owned at least one exotic pet (fox, raccoon, etc).
● Never owned a caged pet (hedgehog, etc).
● Befriended 3 or more stray pets not from your household.
● Bred at least one kitten or puppy from pets you owned.
● Mastered the Pet Training skill before Veterinarian.
● Completed the Friend of the Animals aspiration.

Pet Detective
● Owned more cats than dogs.
● At time of succession, your highest pet relationship was with a cat.
● Never owned an exotic pet (fox, raccoon, etc).
● Owned at least one caged pet (hedgehog, etc).
● Befriended 3 or more ghost pets not from your household.
● Resurrected at least one deceased pet with Ambrosia.
● Mastered the Veterinarian skill before Pet Training.
● Completed the Friend of the Animals aspiration.

When Nature Calls


You hear people refer to animals as ‘wild’ all the time… but even the wild ones were your
friends. Every animal you encountered - wild or stray or domestic alike - had a story to share,
much like your own. The fox near the burrow looks out with wily eyes; the raccoon behind the
barn squeaks with delight at the delicacies left behind; the neighborhood dogs and cats yearn
for gentle pets. You treated them each as if they were family, and treated your children with
that same compassion. No matter the species or breed, all were welcome in your home.

The Generation 6 Heir will begin their story with the Loves Outdoors trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Hungry for
Love lifestyle and Fertile bonus trait, which should be added manually.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.

Pet Detective
There was so much to learn from the pets around you - not just the stories that they held
within, but the science behind their species, the history of their breeds, the everlasting loyalty
to those they befriended. It intrigued you. And as you treated them in your clinic, you knew that
the care you gave would follow them through this life, and even onto the next, in whatever
form that might take. Knowing there was more to those bonds beyond gave you the drive you
needed to continue researching and learning them, for as long as you possibly could.

The Generation 6 Heir will begin their story with the Overachiever trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Indoorsy lifestyle
and Fertile bonus trait, which should be added manually.

The heir may take a maximum of $18,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.
GEN 06: Happily Ever After
Love always, always finds a way.

PREMISE

As a child, you'd always had a crush on the neighbor kid next door.
You were each other’s first friend, first confidant, first... well.

As you grew into teenhood, the two of you tested the waters and started to date. It just made
sense, didn't it? The two of you, together... just made sense. From first friends to first loves, this
was going to be a forever thing from the start. Sure, it was rare, but it was happening for the
two of you. Storybook, right?

... That is, until your partner’s family decided to pack up and move across the country.

It's news that neither of you take particularly well. In tears, you ultimately decide that moving
on from each other would be best. Willow Creek is only so big, and they'll be so far away...
Perhaps it just wasn't meant to be. Maybe not every story has a happy ending.

Despite handling heartbreak, you were still extremely academic and had been preparing for
university since the moment you entered high school.

So, you work hard on your studies. Homework comes before everything else, and if not that,
you can be found with your nose in a book. You sometimes feel the ache of missing your first
love, but you focus on school to dull the pain.

You have dates here and there with new Sims, but nothing ever compares to your past love.
You apply to Britechester University with straight A’s and a dream to become a Supreme Court
judge. You just know you can make a positive change in the world.

As if there were any doubts... you’re accepted! And on your first day on campus, to your great
surprise, you see the person you've dreamt about every night for the past three years.
Your friend. Your confidant. Your love.

You instantly reconnect, and just as quickly, your love story unfolds all over again. This time
though, there is nothing to separate you. After graduation, you have a beautiful wedding and
stay together until you’re old and wrinkly.

STARTING INFO

Aspiration: Soulmates [Base Game]

Traits:
● Bookworm [Base Game]
● Romantic [Base Game]
● Inherited Trait
○ Loves Outdoors (When Nature Calls) [Base Game]
○ Overachiever (Pet Detective) [High School Years]

Bonus Traits / Lifestyles:


● Fertile (Both Endings) [Base Game]
● Hungry for Love (Home Sweet Home) [Snowy Escape]
● Indoorsy (Fixer-Upper) [Snowy Escape]

Focused Skills:
● Logic [Base Game]
● Research & Debate [Discover University]
● Charisma [Base Game]

EVENTS / GOALS

Events
Storybook Romance
After making a best friend in childhood, start dating them as a teen. Get at least one
Gold score on a date with them. Consider using the First Love mod by Little Miss Sam
to make your heir confess to a crush as a child and have an official first love.

Pages Torn from a Book


After a week (normal or recommended timespan) or three weeks (long timespan), break
up with your partner. Start a fight if you have to - choosing to split up is never easy, is
it? You can choose to end it as positively or as negatively as possible, but the two are
not allowed to speak or see one another again. If you see them on lots, avoid them.

Reunited At Last
In university, reunite with your childhood friend / first love. You may opt to manually
move your partner into the same dorm, make them a roommate, or move them into a
rival school's dorm for added drama. You can move them into your household if
necessary to put them into the same dorm. If you do, try not to control your partner Sim,
so they have as much free will as possible. Have fun with it - draw it out if you want,
play up the drama!

Goals / Tasks

● As a child and teen, get all A’s in school.


● Become best friends with another child during childhood.
● The best friend doesn't have to actually live next door.
● (MODDED) Confess to your crush / best friend and become first loves.
● (EVENT) Start dating your childhood best friend once the two are both teens.
● Get a Gold score on a date with your partner.
● (EVENT) Break up after a week (normal / recommended) or three weeks (long).
● This can be as messy or as mutual as you want, for story purposes.
● You may date other Sims following the breakup, but nothing committed.
● As a young adult, leave for university to study History, where you will...
● (EVENT) Reunite with your childhood friend / first love in university!
● You may opt to manually move your partner into the same dorm, or into a rival
school's dorm for added drama.
● Rekindle your relationship with your first love.
● Graduate and move into a home with your partner in Tartosa.
● Have the most wholesome wedding that any Sim has ever seen.
● Have twins... Twice.
● Give your twins names themed by storybook characters.
● Complete the Law career in the Judge track.
● Master the Logic / Research & Debate / Charisma skills.
● Complete the Soulmate aspiration.

SUCCESSION

Heir Selection
Heir should be the child with the lowest relationship with the G06H (HEA) when the oldest
child reaches young adulthood.

Succession
Succession occurs when the G06H (HEA) ages into a young adult; select your heir when your
oldest ages into childhood, even if your intended heir is currently younger than a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

The Final Chapter


● Ended your first relationship on a negative note.
● Got anything less than all A's in elementary and high school.
● Dated two or more other Sims between your breakup and rekindling.
● Graduated with a 3.5 GPA or lower.
● Had a single birth at any time, rather than twins or triplets.
● Had any family dynamic other than close with your spouse.
● Had a friendship and romance rating below 90% with your spouse at time of
succession.

Happily Ever After


● Ended your first relationship on a positive note.
● Got all A's in elementary and high school.
● Dated one or no other Sims between your breakup and rekindling.
● Graduated with a 3.6 GPA or higher.
● Only had multiple births, no single births.
● Had a close family dynamic with your spouse.
● Had a friendship and romance rating over 90% with your spouse at time of succession.

The Final Chapter


After everything - those first moments together, the tearful departure, and the even more
tearful reunion - you managed to stay together. It really was like a storybook. ... One with all
the peaks and valleys that come with a good drama. And yet, all stories eventually come to an
end. Though you wanted to impart that same spark upon your children - you wanted to give
them the same life you had - it simply wasn't in the cards. But perhaps that's for the better. A
story rehashed over and over loses its meaning, after all.

The Generation 7 Heir will begin their story with the Single and Lovin' It lifestyle and Speed
Reader bonus trait, which should be added manually.

The heir may take a maximum of $25,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

Happily Ever After


Once upon a time, you'd believed in fairy tales and fantasies. And somehow, those had come
true for you. All your wishing upon stars, your waiting and hoping and praying... They'd
brought you back to your partner. You're a fervent believer in the power of a good story, and of
ensuring its happy conclusion. And for as long as you shall live, you'll keep retelling yours -
and will hope that your children will retell it for generations to come, too.

The Generation 7 Heir will begin their story with the Close-Knit lifestyle and Great Storyteller
bonus trait, which should be added manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.
GEN 07: Embracing the Imperfections
A little spontaneity never hurt anyone.

PREMISE

You make up your own stories as you go. Most often it changes on a dime, ebbing and flowing
like high tide drifting ashore. The only thing you are entirely sure about is... well, that you
haven’t ever been sure of anything.

You aren’t sure if you have a favorite color, a favorite type of music, or even a favorite food.

You seem to change your mind about the same subject at least ten times a day. It’s exhausting
for everyone around you, but this is just your normal. You're used to it. You relish it, actually.

Your clothing is mismatched - a different style every day, and for every outfit. Your home is a
tornado of contemporary, traditional, eclectic, and modern.

You live in clutter. It’s... a lot to take in. But you wouldn’t have it any other way. Somehow, the
mess is comforting to you.

You constantly have a new skill you’re interested in, always picking up a new “thing.”

And your mismatched mind even goes as far as your relationships... Which you bounce in and
out of like it’s nobody’s business.

By the time you’re almost an elder, you’ve been married three times, had a child, and finally
settle with someone who is the exact opposite of you. A perfectionist who deals with all of
your mess because they truly do love you. They don’t want to change you, and that makes your
heart sing. Because for all of your life before meeting them, that has been everyone else’s goal.

You ebb with the flow, you change your hair, you start woodworking at 12 a.m. Your soul is a
chaotic - albeit beautiful - mess, and that’s just the way you like it.
STARTING INFO

Aspiration: Renaissance Sim [Base Game]

Traits:
● Goofball [Base Game]
● Slob [Base Game]
● Any Trait

Bonus Traits / Lifestyles:


● Single and Lovin' It (The Final Chapter) [Snowy Escape]
● Speed Reader (The Final Chapter) [Base Game]
● Close-Knit (Happily Ever After) [Snowy Escape]
● Great Storyteller (Happily Ever After) [Outdoor Retreat]

Focused Skills:
● Any Skills

EVENTS / GOALS

Events

Wedding Daze
In your young adult through adult years, get married twice - and divorced twice. Love
doesn't always come easy, does it? Sometimes it just... doesn't work out. And in your
case, it just didn't work out twice. In a row.

Opposites Attract
... But third time's the charm, right? Find a partner to settle down with in the second
half of your adulthood or elder years - platonic or romantic, it doesn't really matter. You
don't have to get married to them, but they do need to move in with you, where you'll
live out the rest of your days together. This Sim needs to have the perfectionist trait -
which you may add to a Sim manually, if you cannot find one after multiple tries.

Goals / Tasks

● Have a different style and / or mismatched colors for every outfit.


● Completely randomize one outfit in every category.
● You are permitted up to two rerolls, and no take-backs.
● Change your hair color every time you age up.
● Alternatively, change your hair color every week.
● Change your name at least once.
● Get married twice, and get divorced twice.
● This must occur during young adulthood / adulthood.
● You may opt to have children with these partners, or not.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to add some drama to
how divorce works, or to set custody & visitation for children.
● Find a perfectionist Sim to settle down with in the last half of adulthood.
● Try to have this occur before reaching elderhood.
● You may opt to have children with this partner, or not.
● You do not have to get married, but they do need to move in.
● Have at least one child with any partner.
● Have - and then subsequently lose - five friends.
● How this happens is up to you; start fights, play pranks, etc.
● Go through a midlife crisis, and complete at least five tasks.
● Complete level 3 of three different jobs.
● Complete the Renaissance Sim aspiration.

SUCCESSION

Heir Selection
Heir should be the first-born child. Unless you have a second child, in which case, it should
change to the second-born. Unless you have a third child, in which case, it should go back to
the first born. (Sorry, third child!) Note that there is one goal for G08H (CotF) as a child.
Succession
Succession occurs the day after the G07H (EtI) has their partner move in or they die, whichever
comes first, even if the G08H (CotF) is not yet a young adult. If not a young adult yet, they may
remain in the childhood home until they age up.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

This One...
● Had two children total.
● You formed a relationship with your final partner in late-adulthood.
● The relationship with your final partner was romantic.
● You remained friends with both of your previous partners.
● You did not actually lose any friends.
● You mastered five or more skills.
● You had a positive relationship (25% or more) with your heir.

Or That One...
● Had only one child total.
● You formed a relationship with your final partner in mid-adulthood.
● The relationship with your final partner was platonic only.
● You remained friends with one of your previous partners, but not the other.
● You lost one to four friends total.
● You mastered some skills, not not more than four.
● You had a neutral relationship (-25% to 25%) with your heir.

Maybe These?
● Had three or more children total.
● If you had multiple children, each child was with a different partner.
● You formed a relationship with your final partner in elderhood.
● Two of the friends you lost were your previous partners.
● You lost five or more friends total.
● You mastered no skills.
● You had a negative relationship (-25% or less) with your heir.
This One...
Each of your partners - all your friends - your family, even - they'd all tried to 'fix' you, at one
point or another. Though they never really succeeded... well, their efforts left an effect on you,
all the same. And somehow, despite all odds, you managed to quell your desire for constant
change - to some degree. Enough to get by with a relatively... 'normal' life, at least. That
wasn't a bad thing, you supposed; it led you to your partner, your children. And hopefully, your
efforts to change the one thing you swore you'd never change - yourself - would inspire them,
too.

The Generation 8 Heir will begin their story with the Neat trait, which should be chosen upon
aging into a young adult. They should also begin their story with the People-Person lifestyle,
which should be added manually.

The heir may take a maximum of $22,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

Or That One...
You had your cake. You ate it, too. You never had to change who you were, really. Sure, it
caused some bumps along the way, but that's the stuff of life, isn't it? That's what kept things
interesting. What kept you waking up every morning with excitement, what kept you looking
for the light and life in every person you met. And you met many, many people. Some were
lasting friends, some fleeting. But each and every one of them, important in their own right.

The Generation 8 Heir will begin their story with the Childish trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Connections bonus
trait, which should be added manually.

The heir may take a maximum of $22,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

Maybe These?
Not a soul could change you, not for the world or all its moons, or the stars and the space in
between. By god, that's what made you shine so brilliantly. So what if it meant you were as
fleeting as the moonlight itself, changing phases with such regularity, it would have been an
irregularity in and of itself for you to try to be anything else. Anyone else. If there was one
thing you planned to pass along to your offspring, it was that effervescence.

The Generation 8 Heir will begin their story with the Erratic trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Energetic lifestyle, which
should be added manually.

The heir may take a maximum of $22,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

GEN 08: The Call of the Forest


Nature holds us close when others do not.

PREMISE

Ah, to live a life of peace and quiet. Not a sound for miles, other than the gentle lapping of the
water from the creek behind your home... Waking up to soft sunrise, shining into your window
from the hills. That's the kind of life you dream of living.

... Lucky for you, there's no need to dream about it, because you're living it every day!

You grow up feeling very passionate about the environment and the world around you. Your
parent was - for lack of a better term - a mess. You had a fun childhood, sure. But one thing
you couldn't help but notice was that their constant change held little regard for the world
around them. They wasted so much. In short, it was just terrible for the environment.

As soon as you become a young adult, you swear off all electricity and plumbing. You want to
try undo the damage that Simkind does to the world - in any way possible.
You spend your days repairing windmills and solar panels, showering in rain water, painting to
make a living, and attending protests in the city when possible. Even though you hate leaving
your isolated home.

You can often be found hiking, biking, swimming, scuba diving, and you even venture to the
base of Mt. Komorebi in your spare time. Nature is your closest friend. When you aren’t hiking,
you’re playing with the wildlife around you. Even the raccoons digging in the trash bins are
surprisingly cute to you - just look at their beady little eyes!

You live for being alone, but... that's mostly because you find it hard to talk to people. Creating
real connections can be difficult. But one day, you hope to have another someone in your life
who is also content to live in the quiet. They're out there - they're just hiding away, like you.

Until one day on a hike, when you find another loner.


Another lover of the quiet and peaceful life.
And you feel a warmth in your chest that you haven’t for years.

Love.

Together, you raise one single child - you still aren’t TOO fond of people, let’s be real - and live
the rest of your days in your warm little corner of the world.

STARTING INFO

Aspiration: Outdoor Enthusiast [Outdoor Retreat]

Traits:
● Gloomy [Base Game]
● Loner [Base Game]
● Inherited Trait
○ Neat (This One) [Base Game]
○ Childish (Or That One) [Base Game]
○ Erratic (Maybe These?) [Base Game]
Bonus Traits / Lifestyles:
● People-Person (This One) [Snowy Escape]
● Connections (Or That One) [Base Game]
● Energetic (Maybe These?) [Snowy Escape]

Focused Skills:
● Painting [Base Game]
● Fitness [Base Game]

EVENTS / GOALS

Events

Find Your Escape


As soon as you become a young adult, move out of your childhood home and into a
small beach home in Sulani, a deserted ranch in Chestnut Ridge, or a woodland cottage
in Henford-on-Bagley. Apply the 'Off the Grid' trait to your lot, and live off the grid for
your entire life.

Show Them You Mean It


Time to put your money where your mouth is! If you have (and enjoy) the Eco Lifestyle
pack, make sure to regularly vote on Neighborhood Action Plans, and attend protests
as often as possible. If you'd rather avoid NAPs, simply donate at least $1,000 every
week or $100 every three days, and volunteer at least twice every week.

Finding Love in the Forest


Go on a major, life-changing camping trip to Granite Falls for five days and four nights.
While there, meet a loner Sim who will become your future partner, and start a
relationship with them while on your trip. Have one child with them.

Goals / Tasks
● Must be in the Scouting activity as a child.
● (EVENT) As a young adult, move out of your childhood home and into a small beach
home in Sulani, a deserted ranch in Chestnut Ridge, or a woodland cottage in Henford-
on-Bagley.
● You don't have to use the tiny home feature unless you want to - but your home
should be as small as possible.
● All of your appliances, etc. should be off the grid. Be sure to apply the 'Off the
Grid' lot trait to your home.
● Live Off the Grid for your entire life.
● (EVENT) Join a protest whenever possible, or donate to the cause.
● If you don't like the Eco Lifestyle pack features, donate $1,000 every week or
$100 every three days, and volunteer at least twice a week.
● Have a raccoon or fox for a pet.
● If one cannot be found in the wild, adopt a kitten and change them in CAS.
● Consider owning livestock, such as sheep or goats.
● Have no more than three close friends at any given time.
● (EVENT) Go on a major camping trip to Granite Falls for four nights.
● Meet your future partner - another loner - and start a relationship while in Granite Falls.
● Your partner can move in with you afterward (or not) and you can get married
(or not) - it's completely up to you.
● Have one child with your partner.
● Go on camping trips with your family every other week for at least two nights.
● Complete the Painting / Fitness skills.
● Complete the Painting career.
● Complete the Outdoor Enthusiast aspiration.

SUCCESSION

Heir Selection
Heir must be the only child in the household. In the case of a multiple birth, the G09H (MD)
should be the first-born child.

Succession
Succession occurs when the G09H (MD) ages into a young adult. However, they have a couple
of goals as a teenager too, so look ahead.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.
One With Nature
● You lived in a tiny home.
● You donated $10,000 or more in your lifetime.
● You volunteered fewer than 20 times total.
● Owned at least four livestock animals (sheep, goats, chickens, horses, cattle).
● Did not marry your partner, OR have them move into household.
● Had only one child.
● Had three or fewer close friends.
● Completed the listed aspiration(s).

Where the Wind Takes You


● You lived in an ordinary home.
● You donated less than $10,000 in your lifetime.
● You volunteered 20 or more times total.
● Did not own a sheep or a goat.
● Married your partner, OR had partner move into household.
● Had two or more children.
● Had four or more close friends.
● Did not complete the listed aspiration(s).

One With Nature


After the natural disaster that was your parent, you had wondered if it would even be possible
to fight your upbringing and become one with the world around you. Apparently, nature won
out over nurture. The lush, green earth... the soft sand... the cool water, the light breeze, the
warm sun, the chill of winter's kiss upon your neck... These are the things you relished the
most, and it is to nature's gentle embrace that you will return when you pass on.

The Generation 9 Heir will begin their story with the Vegetarian trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Outdoorsy lifestyle,
which should be added manually.

The heir may take a maximum of $25,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.
Where the Wind Takes You
There is simply too much of the world to let it pin you down in one place - neither the forest,
nor the hills, nor the ocean or mountains. Like the wind, you let life drift you along, soaking up
the experiences it brought you with grace and humility. You let your humble life and actions
speak for themself, and though you couldn't choose the person you hoped your child would
grow into, you hoped that they might follow your example.

The Generation 9 Heir will begin their story with the Loyal trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Carefree bonus trait, which
should be added manually.

The heir may take a maximum of $25,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

GEN 09: Moonlit Destiny


Let them hear how loudly you howl.

PREMISE

The quiet, somber sounds of the forest have surrounded you since birth.
Comforted you. Enveloped you. Suffocated you.
You had a love-hate relationship with the neighborhood woods of your childhood home.

You deeply loved the land and its offerings - it was your place of solitude and comfort when
the world felt too vast. A comforting refuge for days that drew on too long.

And yet, you simultaneously felt suffocated by them. Through long introspective nights, your
heart yearned for something more - a connection the flora alone could not offer you.

… But maybe the fauna could.


In your teenage years, you started sneaking away from home, allowing the call of the moon to
draw you to neighborhoods you had not yet explored. And there, you found a camaraderie
unlike any other: a pack to call your own.

You are turned into a werewolf, and your connection to the moon grew ever stronger. You
spend days among the shadows of trees and nights bathed in moonglow; you slowly rise
through the ranks of your pack, becoming a leader for those around you. Though once a
stranger, you’ve become stronger alongside those you love.

And yet… Despite such close-knit bonds, you find yourself falling for someone… normal. A
non-wolf. Someone born outside your pack. And though they love you for who you are - fur
and all - they have no desire to become one with your fellow wolves. And that’s okay.

You raise a child together, and you are reminded of your roots. Of the duality of Sim and wolf,
of day and night, of forest and moon. You consider the choices you’ve made and the callings
you’ve answered. Your past, your future, and the choices still ahead of you.

And you howl like no other has ever heard before.

STARTING INFO

Aspiration: Any Werewolf Aspiration [Werewolves]

Traits:
● Athletic [Base Game]
● Adventurous [Snowy Escape]
● Inherited Trait
○ Vegetarian (One With Nature) [Base Game]
○ Loyal (Where the Wind Takes You) [Base Game]

Bonus Traits / Lifestyles:


● Outdoorsy (One With Nature) [Snowy Escape]
● Carefree (Where the Wind Takes You) [Base Game]
Focused Skills:
● Fitness [Base Game]
● Gardening [Base Game]

EVENTS / GOALS

Events

Part of the Pack


As a teenager, start sneaking out at night and visiting Moonwood Mill. There, befriend
several werewolves and start getting to know them. Before you become a young adult,
allow yourself to be bitten - either by a random wolf attack, or by asking a werewolf to
turn you. Embrace your new wolfy lifestyle, and let them hear you howl!

Leader of the Pack


Join one of the two werewolf packs in Moonwood Mill - and slowly but surely rise
through the ranks to become leader of your pack. You don’t have to choose the pack
associated with your aspiration, but it’s probably better to pick connected ones.

Goals / Tasks

● As a teenager, choose any aspiration you want. (This is temporary!)


● As a teenager, sneak out at least five times.
● If you have High School Years, try using the special window. If not, just travel
away from your home lot late at night.
● As a teenager, visit Moonwood Mill at least three times to break-and-enter into lots.
● Meet and befriend werewolves from Moonwood Mill.
● (EVENT) As a teenager, get bit by a werewolf or ask one to turn you.
● After aging into a young adult, move out of your childhood home and into a small home
in Moonwood Mill.
● You may not use freerealestate.
● Change your aspiration to any werewolf-related aspiration - Emissary of the Collective,
Wildfang Renegade, Lone Wolf, or Cure Seeker.
● You may swap between these as often as you like, or complete multiple.
● (EVENT) Join the werewolf pack of your choice and rise through the ranks.
● Cultivate a home garden and cook with your ingredients as much as possible.
● Have a child with someone outside of your wolf pack or adopt a non-wolf child.
● You do not have to get married or have your partner move in, but your child(ren)
must live with you. At least one of your children must be a non-wolf.
● Reach Rank 5 in the werewolf ability tree.
● Choose to stay as a werewolf forever, or search for a cure.
● Master the Fitness / Gardening skills.
● Complete your chosen aspiration.

SUCCESSION

Heir Selection
Heir must be the first non-wolf child in your family, either biological or adopted.

Succession
Succession occurs when the G10H (TT) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Waxing Crescent
● Was bitten without asking to turn into a werewolf.
● Went on a rampage 15+ times.
● Was caught breaking-and-entering at least once.
● Reached Apex wolf rank.
● Joined the Wildfangs wolf pack.
● Became an Alpha of the Wildfangs.
● Mastered the Fitness skill before Gardening.
● Completed the Wildfang Renegade aspiration.
● Still a werewolf at time of succession.

Waning Gibbous
● Asked someone to turn you into a werewolf.
● Went on a rampage 5 - 9 times.
● Was caught breaking-and-entering at least once.
● Reached Apex wolf rank.
● Joined the Moonwood Collective wolf pack.
● Became an Alpha of the Moonwood Collective.
● Mastered the Gardening skill before Fitness.
● Completed the Emissary of the Collective aspiration.
● Still a werewolf at time of succession.

Full Moon
● Asked someone to turn you into a werewolf.
● Went on a rampage 10 - 14 times.
● Was never caught breaking-and-entering.
● Joined no wolf packs.
● Did not reach Apex wolf rank.
● Mastered any other skill before Fitness or Gardening.
● Completed the Lone Wolf aspiration.
● Still a werewolf at time of succession.

New Moon
● Was bitten without asking to turn into a werewolf.
● Went on a rampage 0 - 4 times.
● Was never caught breaking-and-entering.
● Joined either the Moonwood Collective OR Wildfangs wolf pack.
● Did not reach Alpha rank.
● Did not reach Apex wolf rank.
● Mastered any other skill before Fitness or Gardening.
● Completed the Cure Seeker aspiration.
● No longer a werewolf at time of succession.

Waxing Crescent
There is power in the night - and you made it your might. As the moon swells, so too does your
fury; harnessing that rage could not quell your rampage, but it did bring you strength untold.
And you used that strength to its fullest, leading your pack to greatness. Though your child
was not one of your kind, they were still your kin - and you hoped your lessons would remain
within.
The Generation 10 Heir will begin their story with the Erratic trait and Lunar Confidant bonus
trait, which should be added manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

Waning Gibbous
You are the bridge between wolf and Sim, the true balance between day and night. Where
twilight wanes and dawn breaks, you find your senses straining - yearning for knowledge. For
understanding. For acceptance. You and yours were different, yes... And yet, so similar. You
fought for those similarities - the bridges between - and hoped that you might inspire your
child to do the same.

The Generation 10 Heir will begin their story with the Proper trait and Calming Aura reward
trait, which should be added manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

Full Moon
The outline of the full moon swells in the night sky, and you - you thrive beneath its solemn
glow. After all these years, the land and the sky have become one. And in their supple silence,
you find yourself empowered. Becoming a wolf changed your body, your mind, and your spirit
for the better - the stronger. Looking back, you made the right choices for yourself, you think;
and now, you can only hope that your child will make the ones right for themself, too.

The Generation 10 Heir will begin their story with the Ambitious trait and Over-Achiever
reward trait, which should be added manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

New Moon
You never chose the night - not really, you think. And yet, it chose you. How unforgiving.
Where you once sought thrill in its effervescent glow, you now see caution lurking in its
shadows. You learned what waited beyond the forests of your home, and had to seek new
knowledge to overcome it. If only you'd known then what you know now - if only you were
more in control of your choices.

The Generation 10 Heir will begin their story with the Paranoid trait and Domestic bonus trait,
which should be added manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $15,000 total after the household split.

GEN 10: Tabloid Turnabout


Don't let anyone try to dim your light.

PREMISE

Being truly seen by one person is worth more than having 1,000 eyes watching you.

It’s always been about you - and only you - from the moment you opened your star-studded
eyes. You were a child who grew up in a small, close-knit home, raised by a wolf who loved
the land like it was part of your family... but you longed for something more.

As a teen, your walls were covered in boy band posters. You were constantly singing in the
shower. You bought a phone with your meager allowance and hid it away from your parents,
sneaking online as often as you could to post and make videos. And as soon as you were a
teen, your heart was set on acting.

You longed to be known, to be wanted, to be seen - by every Sim alive.

You’re also a liiiittle full of yourself. But aren’t we all sometimes? Regardless, beneath all of
the self-absorbed layers, you do truly have a huge heart. Like your parent had taught you, you
still love to volunteer at least once a week, you donate to charities whenever possible, and you
have a deep love for animals.

As soon as you are old enough to leave home, you leave the quiet life and move to bustling
Del Sol Valley, where you dive straight into the acting career. You meet your first celebrity - a
Sim who is mega-famous, though their personality doesn't match up to what the public sees.
They're a romantic, and you're a sucker for the sweetness. You fall head over heels in love, and
get married while you are still a young adult.

Soon, you have one child with them, but... Little by little, you realize that your partner isn't
exactly what they seemed to be. The honeymoon scene fades offscreen, replaced with second-
half drama and deceit. You catch them cheating on you with your biggest rival in the industry.
You know your worth and instantly end the relationship, taking your child with you.

You start from scratch, roll back the reel, reset the film. You build your career and balance your
family all the while, as a single parent. It's harder than you expected, and at times, you want to
give up. But you are strong, and you persevere.

Throughout all of this, you do finally find fame. And that's good. That's what you've wanted.
But you also find real and true love - with a Sim not at all interested in the limelight, and who
also has a child. Together, you live your days in a beautiful penthouse apartment and adore
your perfect blended family.

STARTING INFO

Aspiration: Master Actor / Actress [Get Famous]

Traits:
● Self-Absorbed [Get Famous]
● Good [Base Game]
● Inherited Trait
○ Erratic (Waxing Crescent) [Base Game]
○ Proper (Waning Gibbous) [Snowy Escape]
○ Ambitious (Full Moon) [Base Game]
○ Paranoid (New Moon) [Strangerville]

Bonus Traits / Lifestyles:


● Lunar Confidant (Waxing Crescent) [Werewolves]
● Calming Aura (Waning Gibbous) [Spa Day]
● Over-Achiever (Full Moon) [Base Game]
● Domestic (New Moon) [Base Game]

Focused Skills:
● Acting [Get Famous]
● Charisma [Base Game]

EVENTS / GOALS

Events

Opening Scene
As a young adult, meet a celebrity Sim and get married rather quickly. If the celebrity
does not already have the Romantic and Mean traits, change them manually and
randomize the third trait after they move into your household. If there are no celebrity
Sims, you can turn a random townie into a celebrity for this event. Have a massive,
elaborate wedding. Have a single child with them. Avoid controlling your partner Sim
as much as possible - let them do their own thing.

Rising Action
After becoming an enemy with a co-worker, catch your spouse cheating on you - with
them. How, or where, or when doesn't matter - the fact that you caught them is the
important bit. You may need to control the partner Sim to start / continue an affair.

Curtain Call
Get a divorce from your celebrity spouse. Make it messy, make it amicable, make it full
of movie drama, whatever you prefer. But you keep the kid, the pets, the home. It's up
to you what happens with the household funds. Just send the cheater packing. Bye-
bye!
Encore
Find new love with a non-famous Sim, who also already has a single child from a
previous relationship. You may choose to get married to them or not, but they do need
to move into your household.

Goals / Tasks

● As a young adult, move into a tiny home in Del Sol Valley.


● Volunteer at least once a week.
● Donate any amount to charity at least once a week.
● Always have a pet in the household. The more, the better!
● Name them after famous actors / actresses.
● (EVENT) Get married as a young adult to a Romantic / Mean celebrity Sim.
● Alternatively, get married to the first celebrity that you meet, and manually
change their traits to Romantic / Mean.
● Have one child with your spouse.
● Become enemies with a co-worker or someone else in the acting industry / a celebrity.
● (EVENT) Catch your spouse cheating on you with your enemy.
● (EVENT) Get a divorce from your celebrity spouse.
● Choose who will keep the home. You keep the kid and pets, obviously.
● It's up to you what happens with the funds during the divorce proceedings.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to set custody of your
child and arrange visitation for your child and ex-partner.
● (EVENT) Find love with a non-famous Sim who already has one child.
● You may choose to marry them or not, but do move in together.
● Move into a penthouse apartment in San Myshuno with your new family.
● If you don't have the funds to move in on your own, you are allowed to use
freerealestate for this. If you do have the funds, try to use them.
● Master the Acting / Charisma skills.
● Complete the Acting career.
● Complete the Master Actor aspiration.

SUCCESSION
Heir Selection
Heir must be the child from your first spouse. In the case of a multiple birth, the G11H (StG)
should be the first-born child from your first spouse.

Succession
Succession occurs when the G11H (StG) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Box-Office Breakout
● You become more famous than your first spouse ever was.
● You only had one child total.
● You donated money more times than you volunteered.
● You mastered the Acting skill first, or it was higher than Charisma at time of succession.
● You were able to purchase your penthouse with your own funds.
● Your child and step-child have a negative or neutral (-100% to 25%) relationship.

Straight-to-Home Movie
● You are ultimately less famous than your first spouse was.
● You had two or more children total.
● You volunteered more times than you donated money.
● You mastered the Charisma skill first, or it was higher than Acting at time of succession.
● You used freerealestate to move into your penthouse.
● Your child and step-child have a positive (25%+) relationship.

Box-Office Breakout
Reaching for the stars wasn't that big of a risk, especially if it meant you could still land on the
moon if you ever fell. And with the knowledge that there was always someone behind you to
help catch your fall, you were able to keep on climbing. And you never stopped. No matter
how high the height, you never let your fear of falling hold you back - never again. Before you
knew it, you'd become a breakout star. Thousands of eyes were upon you, but the ones that
you cared about most were always there to see you home.
The Generation 11 Heir will begin their story with the Observant bonus trait and Workaholic
lifestyle, which should be added manually.

The heir may take a maximum of $40,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $27,000 total after the household split.

Straight-to-Home Movie
You came from such down-home roots, and yet, you've built a big-city career, a home, and a
family to be proud of. You always kept the important things in mind, kept your priorities
straight - not that your career wasn't important, but after your experience with your first
spouse, well... For all your skill, you knew your worth. You always remembered what was
important. You still acted in films, you were still a star in your own right - but the kind that
felt... real. The you inside was never an act; you were simply yourself. And you shone.

The Generation 11 Heir will begin their story with the Great Storyteller bonus trait and People
Person lifestyle, which should be added manually.

The heir may take a maximum of $40,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $27,000 total after the household split.

GEN 11: Start the Game


Learn to play by your own rules, not those set by others.

PREMISE

From birth, you were surrounded by onlookers - people you didn't know, yet wholly invested in
your family, your parents, you. You couldn't escape the paparazzi, clamoring to catch a glimpse
of the mega-stars, their nasty divorce, and the child they brought into this world. Their gaze
felt white-hot, like searing pain into your skin.
Their eyes scared you. Always looking. Always searching. Always searing.
... But your step-parent and step-sibling? Their eyes never burned.

You spent evenings playing games together, immersing yourself into new worlds, new
experiences, new stories - safe from searing eyes, in the comfort of your home. And somehow,
you feel more seen than you ever were before.

You're expected, of course, to follow in your parents' footsteps. To become a famous Sim,
leaving their mark on the silver screen. But you vastly prefer the one in your living room. And it
is then that you decide that you will follow in their footsteps, sure. But you'll do it your way.

You turn your hobby into your work. You decide to go to university, where you study Computer
Science. In truth, you spend more time playing games than studying, but you manage to
graduate somehow. You get scouted by an esports startup right away - though your famous
last name probably had something to do with that, too. And you play your way to the top of
your game, becoming one of the best-known pro gamers of your generation. It's amazing.

But it's tiring, too. You hate going out. The feeling of all those eyes on you. Your safe space is
your own home, with your family - you fell for a fellow gamer, and together you had a child
with whom you shared your hobbies. Picking up the game controller in your living room, you
realize that the life and limelight of your parents does not have to be yours, too. You realize
that you can do what you love, where you are most comfortable.

You 'retire' from esports, and start playing from home. You stream for hundreds of viewers.
You make your own content. You become a household name, but you stay in the comfort of
your own household. Finally - you can be the blend of seen and unseen that you always
wanted.

STARTING INFO

Aspiration: Computer Whiz [Base Game]

Traits:
● Socially Awkward [High School Years]
● Geek [Base Game]
● Any Trait

Bonus Traits / Lifestyles:


● Observant (Box-Office Breakout) [Base Game]
● Workaholic (Box-Office Breakout) [Snowy Escape]
● Great Storyteller (Straight-to-Home Movie) [Outdoor Retreat]
● People Person (Straight-to-Home Movie) [Snowy Escape]

Focused Skills:
● Video Gaming [Base Game]
● Entrepreneur [High School Years]
● Media Production [Get Famous]

EVENTS / GOALS

Events

Let the Games Begin


When you get to university, you’re offered to join the school’s esports team - talk about
perfect timing! You focus more on your gaming than you do on your studies. Make sure
you reach the top of your after-school activity, but don’t work too hard on your
academics. At least one (or maybe two) classes should not get an A each semester.

New Game +
It’s time for a change - and time for you to take the controller back into your own hands.
Quit your fancy, high-profile esports career. Instead, you’ll take on a video game
streaming part-time job! It might not make the same money, but you’re a hell of a lot
more comfortable with doing things on your own terms.

Gamification
What’s that phrase? “When you do what you love, you’ll never work a day in your life?”
Your work’s about to become your play. Not that it wasn’t before, but now people are
paying money to watch you play games at home instead of in an arena. Use the More
Views video station to make and upload vlogs, and use a drone to record yourself
gaming for footage. Make this - and your part-time career - your main source of income.

Goals / Tasks

● As a child and teen, play video games with your step-parent sibling frequently.
● Upon aging into a young adult, attend university for Computer Science.
● You can choose whether you prefer Britechester or Foxbury.
● (EVENT) Join your university esports team and rise through the ranks.
● Graduate university and move into Copperdale.
● You may not use freerealestate, but you may have up to $5,000 of assistance
with cheats. This is support money from your famous parents.
● You may move after marriage, but must live in either Copperdale or San
Myshuno. You get no assistance money when you move.
● Join the tech guru career and join the esports branch.
● Meet another esports player and start a relationship with them.
● Have one - or a few! - children with your partner.
● (EVENT) Quit your job once you reach the top, and join the part-time streaming career.
● (EVENT) Start working on Media Production - mostly videos.
● Enter and win at least 10 pro gaming tournaments.
● Both the tournaments at Geekfest and the ones on your PC count.
● Reach the highest Celebrity rank through streaming, tournaments, and videos.
● Master the Video Gaming, Entrepreneur, and Media Production skills.
● Complete the Tech Guru (Esports Gamer) career.
● Complete the Video Game Streamer part-time career.
● Complete the Computer Whiz aspiration.

SUCCESSION

Heir Selection
Heir may be any of the children in the family that have beaten you at any video game; check
their moodlets after playing games together to see which sim won. Randomly roll or select
your heir when your oldest eligible heir ages into a teen, even if your intended heir is currently
younger than a child.
Succession
Succession occurs when the G12H (SiB) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Save the Frames


● You attended Britechester.
● You lived in a dorm during university.
● You lived in San Myshuno at the time of succession.
● Mastered the Entrepreneur skill before the Media Production skill.
● Won 10 or fewer video game tournaments in total.
● You did not reach Rank 5 of fame.
● You made more money with your part-time job as a streamer than you do with video
royalties.
● Completed the Computer Whiz aspiration.

One-Half A Button Press


● You attended Foxbury.
● You stayed at home during university.
● You lived in Copperdale at the time of succession.
● Mastered the Media Production skill before the Entrepreneur skill.
● Won 15+ video game tournaments in total.
● You reached Rank 5 of fame.
● You made more money with video royalties than you do with your part-time job as a
streamer.
● Did not complete the Computer Whiz aspiration.

Save the Frames


You made your own choices, yes. But who can say whether they were influenced or not? The
pressures of those surrounding you turned you into diamond - one that the world could
behold, kept well in sight in the palms of their hands. And you shone. You were as brilliant as
they come. You burned brighter than you thought you could, for better or worse. And though
the eyes of those watching burned into you, at least you might be able to burn them in return.
The Generation 12 Heir will begin their story with the Memorable bonus trait, which should be
chosen upon aging into a teenager. They should also begin their story with the Techie lifestyle,
which should be chosen upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $25,000 total after the household split.

One-Half A Button Press


You made your own choices, yes. Though you had a path paved for you, you took steps that
were all your own. The carbon beneath your feet formed diamonds, nestled tight beneath
pressurized rock. They were there, waiting - but remained yours alone to behold. With
measured reflection, you created light. It was never too much. Let no others measure your
worth, for you know it yourself.

The Generation 12 Heir will begin their story with the Creative Visionary bonus trait, which
should be chosen upon aging into a teenager. They should also begin their story with the Close
Knit lifestyle, which should be chosen upon aging into a young adult.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

GEN 12: Seeing is Believing


Sometimes the truth can only be found in your heart.

PREMISE

You are the definition of a rainbow.


You are a bright shiny smile on a cloudy day, and you love color. The brighter, the better.
As a creative, you spend your spare time writing and daydreaming about new stories... But you
have a secret interest hidden inside of you: You are absolutely obsessed with the paranormal.

Your main goal in life is to prove the existence of every occult that has been whispered about
for years - the stories only found in long-forgotten pages of dusty books and fairy tales. You
know they exist out there, somewhere. They wouldn't have such extensive stories written
about them otherwise, would they? Even your own family seems to have its secrets…

You grew up surrounded by fantastical stories found in games and media. You frequented the
old theaters and opera houses where your grandparent performed. At a young age, your
interest was sparked by stories of ancient ghosts hiding in the shadows of the old buildings, or
of games and films painting the histories of these mythical, mystical beings. You want to prove
to the world that these things are real - because in your sunshiny heart, you want to believe...
No, you know, without a doubt, that magic must exist.

And so, you pack up and move to the town that nearly every Sim avoids. You move to
Forgotten Hollow. But unlike your more... eclectic neighbors, perhaps - you will not succumb to
the neighborhood's traditional tastes in style. You build the most flamboyant home that there
ever was. Maybe you're the eclectic one, actually?

You are an extremely paranoid Sim, constantly on the watch for something magical, mystical,
mysterious. A single speck of dust out of place might be a sign of something greater. You just
like to be... observant. But does that mean that you’re wrong? You don’t think so.

You spend your entire life searching for any occult. You devote yourself to your search. And
somehow? You manage to meet every single occult race there is. You befriend each of them,
writing books to document your learnings and your experiences.

You even end up marrying a rather entrancing spellcaster - and once more, your heart is full of
magic and love.

Even though you feel a sense of peace inside of you, having the knowledge that you were
always right - that your life's work hadn't been for naught - the world is not quite ready to
believe your stories. They love your books! But they assume they were fiction.

... You’re okay with that. In your heart, you know the truth.
And you now have a little piece of magic that can carry that truth forward, too.

STARTING INFO

Aspiration: Bestselling Author [Base Game]

Traits:
● Paranoid [Strangerville]
● Creative [Base Game]
● Any Trait

Bonus Traits / Lifestyles:


● Memorable (Save the Frames) [Base Game]
● Techie (Save the Frames) [Snowy Escape]
● Creative Visionary (One-Half A Button Press) [Base Game]
● Close Knit (One-Half A Button Press) [Snowy Escape]

Focused Skills:
● Writing [Base Game]
● Mischief [Base Game]
● Vampire Lore [Vampires]

EVENTS / GOALS

Events

Write Your Heart Out


Meet someone of each occult race, and befriend them. Once you are friends, write a
single book about each encounter. Make sure to name it something related to the occult
race, so you know which books are which! Make copies of your books in Buy Mode and
keep them in your family inventory for generations to come.
Under Your Spell
Fall in love with a spellcaster Sim, and get married. Start a family together, and have as
many - or as few - children as you'd like, as long as you have at least one child. Raise
your child like a normal Sim; even if they are born with the magical bloodline trait
inherited from their other parent, pretend like they do not know that they are magical.

Goals / Tasks

● Always dress in vibrant colors.


● Move out of your childhood home and into Forgotten Hollow.
● Have a brilliantly bright home!
● Find and use voodoo dolls in your spare time.
● (EVENT) Write a book on each of the following occults...
● You must visually see proof of each occult OR become good friends with
someone of that occult type before writing each book. Family doesn’t count.
● Vampires
● Spellcasters
● Mermaids
● Aliens
● Werewolves
● (EVENT) Marry a spellcaster Sim and have at least one child with them.
● Your spouse should never / rarely practice magic at home. Pretend like your
kiddo doesn't realize that they have a magical parent.
● Master the Writing / Mischief / Vampire Lore skills.
● Complete the Writing career.
● Complete Bestselling Author aspiration.

SUCCESSION

Heir Selection
Heir may be any of the children in the family with a magical bloodline trait; randomly roll or
select upon birth of final child. If no children are born with a magical bloodline trait, randomly
select a child to give the weak bloodline trait manually.
Succession
Succession occurs when the G13H (TMW) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Who Do?
● You did not finish writing about every type of occult race.
● Married a spellcaster without a magical bloodline trait.
● Child number 3+ inherited the magical bloodline trait, or none inherited it.
● Performed voodoo 15 times or less.
● Did not complete the listed aspiration(s).

You Do!
● You finished writing about every type of occult race.
● Married a spellcaster with a magical bloodline trait.
● Child number 1 or 2 inherited the magical bloodline trait.
● Performed voodoo 16 times or more.
● Completed the listed aspiration(s).

Who Do?
You'd always known magic existed - that there were forces well beyond your realm of
knowledge out there, living fantastical lives of their own. And you had found them! You'd
befriended them. You saw proof, with your own eyes. You married someone who could
channel that magic into something tangible. Those weren't just figments of your imagination.
But with so many people who believed your work to be fiction, it was hard to keep believing
for yourself sometimes. It was even harder to convince others of your belief. But those who
were most important to you - you think they believed. And that's all you needed.

The Generation 13 Heir will begin their story with the Paranoid trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Self-Assured trait,
which should be chosen upon aging into a young adult.
The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

You Do!
After years and years of befriending supernaturals, learning all you could about them - you
almost had a supernatural sense of your own. Before your child even realized it for
themselves... you knew. You could sense the magic within them, flowing through their blood.
And yet, you chose not to tell them about it, raising them like any other ordinary person. It
wasn't out of malice, or even jealousy; you just knew the magic of discovering that magic for
yourself. In writing your books, that's what you'd wanted most: to share that magic. Someday,
you hoped, they would read them and experience that magic, too.

The Generation 13 Heir will begin their story with the Creative trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Bookworm trait, which
should be chosen upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

GEN 13: The Magic Within


Where magic meets mortal.

PREMISE

You knew that you were strange. Different. There was just... something.
But... magic running through your veins? That was the last thing you could have expected.

From the moment you were born, there was a certain magic about you. Everyone could feel it.
You felt different, too. But what did different mean?
You knew that your parent spent their entire life searching for answers to the paranormal. You
knew that they believed in it with their whole heart. But you were still skeptical. Until one day,
that is, when you follow the pages of their book, desperate for answers about... yourself.

To your great surprise, you happen upon information about a strange archway. A magical
portal to another world. You track it down in Glimmerbrook, desperate to see it for yourself.
Carefully, you step in, disbelief buried deep inside of you - but hope overpowering it. Hope for
answers.

You discover that within you, magical blood flows, inherited from one of your parents. Your
world is flipped upside down in an instant.

You start trying to learn what this means. You study sorcery, and you find a wand, a familiar,
and a broom. You try your hardest to go back to your average life as a businessperson, but you
just can’t focus.

Magic is your entire life now.

But the world isn’t ready for magic. Sims are afraid of the unknown, and so you hide your life
within the walls of your home. You move to Glimmerbrook, and you practice in secrecy.

You fall in love with a mortal and eventually find the courage to confide in them that you are a
spellcaster. They don’t even blink when they learn the truth. They'd also realized that there
was something different about you. But oh, so wonderful, too.

Together, you live a beautiful life full of magic. Not just the kind with spells and potions, but
that most special kind of magic: love, filled with memories made between the two of you.

And as sappy as it is, you feel like you might just live happily ever after.

STARTING INFO

Aspirations:
● Spellcraft & Sorcery [Realm of Magic]
● Purveyor of Potions [Realm of Magic]
○ You may choose which one you want to aim for first. Once you finish the first
one, select the second as your next one.

Traits:
● Cheerful [Base Game]
● Inherited Traits
○ Paranoid (Who Do?) [Strangerville]
○ Self-Assured (Who Do?) [Base Game]
○ Creative (You Do!) [Base Game]
○ Bookworm (You Do!) [Base Game]

Bonus Traits / Lifestyles:


● None, but make sure G13H (TMW) has a magical bloodline trait. If they do not have a
bloodline trait, manually give them the weak bloodline trait.

Focused Skills:
● Any Skills

EVENTS / GOALS

Events

A New Realm
In young adulthood - preferably in the first half - find the portal to the magical realm in
Glimmerbrook, travel through it to visit the magic realm, and become a spellcaster.

A New Home
Now that you're a spellcaster, you should probably move into a home where you can
practice your new skills - away from prying eyes. Move into a home (or build your own)
in Glimmerbrook. You may not use freerealestate.
A New Family
Fall in love with a mortal Sim - they cannot be an occult of any type. Get married with a
sweet, magical ceremony at home, surrounded by your friends. Then, start a family;
have at least one child to continue your legacy for more generations.

Goals / Tasks

● Dress whimsical and fantasy-like.


● Grow up not knowing your parent is a spellcaster.
● You can pretend a little on this one - suspension of disbelief and all that.
● As a young adult, move into an apartment in San Myshuno.
● Join the Business career right away.
● After a week into young adulthood, discover the portal to the magical realm.
● (EVENT) Travel to the magic realm for the first time, searching for answers.
● Become a spellcaster.
● (EVENT) Move out of your apartment and into a new home in Glimmerbrook.
● Quit your business job after reaching level 5.
● Befriend all three Sages of Magic.
● Always have five close friends - people love to be near your energy.
● Turn a family pet into a familiar.
● (EVENT) Fall in love with a mortal and marry them.
● Have at least one child.
● Complete all Spellcaster perks.
● Complete both the Spellcraft & Sorcery aspiration.
● Complete the Purveyor of Potions aspiration.

SUCCESSION

Heir Selection
Heir may be any of the children in the family without a magical bloodline trait; randomly roll or
select upon birth of the final child. If no children are born without a magical bloodline trait,
randomly select a child to take away the bloodline trait manually.
Succession
Succession occurs after the G12H (SiB) (their grandparent) passes away. If the G12H (SiB)
passes away before the G14H (TOS) is a young adult, then succession may occur when the
G14H (TOS) ages into a young adult. If the G14H (TOS) becomes a young adult before the
G12H (SiB) passes away, succession does not occur until the G12H (SiB) passes away;
remember that you can reset your G14H (TOS)'s age down to zero of their age tier at time of
succession.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Bippity
● You completed both listed aspirations.
● You had only one child, who was born with a magical bloodline trait.
● You had seven or more close friends.
● Your familiar was a fox or raccoon.
● Completed all spellcaster perks.
● Befriended all 3 Sages.

Boppity
● You completed only the Spellcraft & Sorcery aspiration.
● You had only one child, who was born without a magical bloodline trait.
● You had five or six close friends.
● Your familiar was a cat.
● Completed more than half the spellcaster perks.
● Befriended 2 of the Sages.

Boo
● You completed only the Purveyor of Potions aspiration.
● All of your children were born with magical bloodline traits.
● You had four or fewer close friends.
● Your familiar was a dog.
● Completed fewer than half the spellcaster perks.
● Befriended only 1 of the Sages.
Bippity
After becoming a young adult and venturing out into the world, your entire world was turned
on its head - and you could not have been happier about it. You immersed yourself in your new
life. You loved the magic. You lived the magic. You're not sure that you'd be you without it. But
what your partner, your family, your friends would tell you... is that you didn't just find magic
one day. It's that - all this time - you were the magic. It was you.

The Generation 14 Heir will begin their story with the Self-Assured trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Muser bonus
trait, which should be manually applied.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

Boppity
Who knew that the world could be so bright? So bold? So full of life, and light, and wonder?
And all you had to do was open your eyes. You did all that you could - all that your new world
had to offer... but never once did you forget your roots. So when your child was born without
the same magical blood you had - you still raised them with as much magic and wonder as you
possibly could. You made magic happen where there had been none before, and forever you
would continue to do so.

The Generation 14 Heir will begin their story with the Romantic trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Domestic bonus trait,
which should be manually applied.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

Boo
You carried the magic within you for years... tucked away, silently escaping notice, until
suddenly it became crystal-clear what it was. What you were. But giving up the life you'd
known - or rather, the life you thought you had known - was harder than you expected. Not
that you wanted to remain stuck in the corporate world... But you'd been raised to be 'normal.'
Now, you realize that the 'abnormal' was actually normal for you - that magic within brought
new life. All you can hope is that your children will carry that magic with them, too.

The Generation 14 Heir will begin their story with the Loner trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Home Turf bonus trait,
which should be manually applied.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

GEN 14: The Other Side


You find comfort in the ghosts of legacies past.

PREMISE

Magic is real. There's no denying that - your parent was proof, as was your childhood, your
home, everything you've known. But the supernatural? Well...

Your grandparent had written books upon books about the supernatural. They'd done mounds
of research, which you'd read over and over again. They'd met aliens, mermaids, vampires...
hell, they'd married a spellcaster, and even gave birth to one: your parent. Yet, their books
were always considered fiction. You knew better. You believed, wholeheartedly. You still do.

And so, you start researching the paranormal, like they had - but you set your sights on the
one entity your grandparent had never written about: ghosts. There had to be a way to contact
them. Even if you couldn't explain it, you could feel it. You just knew.

The day you go to ask your grandparent for their advice is the day you learn of their passing.
The loss hurts. You ache and you yearn to talk to them again, just one last time. You carry your
grandparent's ashes with you; they're never far, but simultaneously, still too far for you to
reach. You even could have sworn you'd seen them once or twice, late at night... but still can't
quite make contact with them.

It's as if they're watching over you, though. Not a day after their passing, you receive a letter
informing you that their home in Forgotten Hollow had been bequeathed to you upon their
death. You move in right away and make yourself comfortable, surrounding yourself with
paranormal paraphernalia and your own homemade decorations. It's cozy, and it's home.

But after moving in, you realize that their legacy was not all they left you. Their home - your
home, now - was haunted. And while that was kind of exciting, it meant you had to deal with
all kinds of ghosts... including ones that wanted you to leave, at any cost. But there's no way
you'll let an angry old ghost chase you out of your family's home.

You start freelancing as a paranormal investigator, and in time, you learn how to commune
with the spirits around you. They don't seem keen on leaving your home entirely, but they do
become familiar enough - like roommates, in a weird way. So when you start a family, it's
almost as if they become part of your family, too. And you wouldn't have it any other way.

STARTING INFO

Aspirations:
● Any Aspiration

Traits:
● Bookworm [Base Game]
● Any Trait
● Inherited Traits
○ Self-Assured (Bippity) [Base Game]
○ Romantic (Boppity) [Base Game]
○ Loner (Boo) [Base Game]

Bonus Traits / Lifestyles:


● Muser (Bippity) [Base Game]
● Domestic (Boppity) [Base Game]
● Home Turf (Boo) [Multiple Packs]

Focused Skills:
● Medium [Paranormal Stuff]
● Knitting [Nifty Knitting Stuff]

EVENTS / GOALS

Events

Home Sweet Haunt


As a young adult, move into your grandparent's old home in Forgotten Hollow. If there
is an unrelated family currently living there, you may evict them. If a member of your
extended family still lives there, move them to another lot. You may use freerealestate.
Change the lot type to Haunted Residential. You may redecorate the place, but must
use your own funds. Once you move in, place the books written by the G12H (SiB) from
your family inventory onto the lot, then into a bookcase for you to read at any time.
Don't forget to take them out again or to make more copies if you want to save them in
your family inventory for future generations, too.

Those We Love
Love isn't always logical, is it? You can't help who your heart falls for, sometimes. And
this time, your heart fell for a ghost. Whether it's fleeting or until never do you part, it's
still one romance that you'll never forget. You can choose whether to stay in love with
them, get married, break up - whatever you'd like! But keep in mind that you cannot
have children with a ghost.

Those We Leave Behind


Create a monument to your family's legacy on your lot. How you do this is up to you -
set up a photograph wall, build a memorial, collect all of the graves into one plot...
Whatever it is, memorialize your legacy! You've come a long way, and deserve to look
back on the lives you've all led.
Goals / Tasks

● Have a good relationship with your G12H (SiB) grandparent prior to their passing.
● (EVENT) Move into your grandparent's old home in Forgotten Hollow.
● Keep your grandparent's urn / tombstone on your lot at all times.
● If you don't have their tombstone for some reason, that's OK - just ignore the
goals / ending criteria related to their ghost. You can also try invoking them.
● (MODDED) Use simchipped’s Ghastly Ghosts or Haunted Locations mods to enhance
the ghost occult features and choose which lots are haunted.
● Interact with the ghost of your grandparent.
● Befriend 3 ghosts other than your grandparent.
● Summon Bonehilda using the seance table.
● Join the Paranormal Investigator freelancing career.
● Enable Heroic Mode from the Helping Hand.
● This item can be purchased from Buy Mode.
● Offer specters your soul at least once.
● Obtain all seven Hello Dahlia Dolls.
● Obtain all three Specter Buddies Jars.
● Master the Medium skill.
● (EVENT) Fall in love with a ghost.
● You can choose whether to marry them, or remain otherworldly, star-crossed
lovers. They do not have to join your household if you don't want them to.
● Have at least one child.
● Since you can't have ghost babies, you can choose whether you'd rather adopt,
have a science baby, or have a biological child with another Sim. Just keep the
legacy going!
● (EVENT) Create some sort of monument or memorial for your family on your lot.
● Take a trip to Sulani when the G15H (StS) is in their last week of being a teenager.

SUCCESSION

Heir Selection
Heir should be your first-born or first-adopted child.
Succession
Succession occurs when G15H (StS) ages into a young adult. There is something the G15H
(StS) will do as a teenager though, so look ahead!

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

I Feel You
● Felt Confident more than Scared or Focused.
● Offered a specter your soul 3+ times.
● Completed 5+ expert gigs.
● Enabled Heroic Mode 3+ times.
● Completed both the doll and the jar collection.
● Befriended 5+ ghosts.
● You married your ghost lover.

I Hear You
● Felt Focused more than Scared or Confident.
● Offered a specter your soul 1 - 2 times.
● Completed 2 - 4 expert gigs.
● Enabled Heroic Mode 1 - 2 times.
● Completed either the doll or the jar collection.
● Befriended 3 - 4 ghosts.
● You maintained a relationship, but never married your ghost lover.

I See You
● Felt Scared more than Confident or Focused.
● Offered a specter your soul 0 times.
● Completed 0 - 1 expert gigs.
● Enabled Heroic Mode 0 times.
● Completed neither the doll nor the jar collection.
● Befriended 0 - 2 ghosts.
● Did not become a ghost with the Ghastly Ritual.
● You broke up with your ghost lover.
I Feel You
You always knew. You never once questioned it. Like the magic that flowed through your
parent's veins, the ability to reach out to those beyond the realm of the living... you knew it
was there, all along. And you never let it go. You never had to, either; the call of the other
realm was an easy one to answer, and one you kept returning to, time and time again. It
became a sort of comfort, really - to know that those we love never truly leave us was more
than enough to give you faith in the years and lives yet to come.

The Generation 15 Heir will begin their story with the Romantic trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Domestic bonus trait,
which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

I Hear You
It was just a feeling. But you had to chase it - had to believe in your heart, your mind, your soul.
And to learn that the soul really, truly does live on? That's a kind of magic in and of itself. You
lived your life knowing - hoping - that when you passed on, a piece of your soul might just
stick around to help guide your children... your children's children... their children... As long as
they're willing to chase down their own truth too, then you'd be there to watch over them.

The Generation 15 Heir will begin their story with the Childish trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Muser bonus trait,
which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

I See You
You never know, do you? About what's on the other side. And despite all your work to learn
more about the ghosts in your life, to even try to be part of their lives... Well, there was always
something a little too far beyond for you to fully grasp. It didn't stop you from trying to make it
work, but by the end of it all... instead of dwelling on the past, you felt yourself questioning
your future. Would you keep living on, even after your life was over? Even if you were unsure,
at least you knew one thing for sure - you would never stop searching for answers.

The Generation 15 Heir will begin their story with the Paranoid trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Quick Learner bonus
trait, which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

GEN 15: Seeking the Sun


Their spirits live on within you.

PREMISE

Ghosts are old hat.


Like, you grew up with them literally haunting your house. Typical ghost stuff, right? Boring.

So it was no surprise when the ability to commune with spirits developed within you, too. It
probably made your parent proud, knowing that you could learn from the legacy behind you,
just as they had.

What was a surprise was that you couldn't quite communicate with the ghosts in your own
home. It frustrated you to no end; your parent could talk to them for hours at a time. But you?
Nah. It just wasn't happening, and you couldn't understand why.

No, something else was calling you. Not the ghosts in your closet, or the laundry room, or the
weird bone maid that does the laundry. Something far away. Something... different.
It doesn't click until you take a senior-year trip to Sulani with your closest friends to celebrate
your graduation. While there, you fall in love with the surf, the sand... and the spirits. It comes
as such a shock - even though you couldn't speak a word to the ghosts back home, these
island spirits could touch your soul.

Before you could even unpack after returning from vacation, you were already packing your
things to move out to Sulani. You leave Forgotten Hollow behind without another thought, and
find yourself a cozy lil cabin on the shores. Goodbye, ghosts! Hello, beach life!

You commune with the spirits as often as you can, and realize that while the island looks
beautiful on the surface, it's been suffering beneath the waters. You take up conservationism
and strive to restore Sulani to the bright, beautiful paradise it once was. You fall in love with a
coworker - someone else as dedicated to the island as you are. In your seaside home, you start
a family. You raise your children in the sun and sand.

And together, you thrive, just as the island does.

STARTING INFO

Aspirations:
● Beach Life [Island Living]

Traits:
● Child of the Islands [Island Living]
● Green Fiend [Eco Lifestyle]
● Inherited Traits
○ Romantic (I Feel You) [Base Game]
○ Childish (I Hear You) [Base Game]
○ Paranoid (I See You) [Strangerville]

Bonus Traits / Lifestyles:


● Domestic (I Feel You) [Base Game]
● Muser (I Hear You) [Base Game]
● Quick Learner (I See You) [Base Game]
Focused Skills:
● Fishing [Base Game]
● Wellness [Spa Day]

EVENTS / GOALS

Events

Watching the Sunset


In your last week of being a teenager, take a vacation to Sulani with your family /
friends. If friends only, you may need to temporarily add them to your household so
that they don't leave the vacation. The length of your vacation is up to you! During the
vacation, attend one of the Sulani festivals and commune with the island spirits by
clicking on your Sim and summoning the elementals.

Seeing the Sunrise


Upon aging into a young adult, immediately move to an empty beachside lot in Sulani.
You may use freerealestate or money cheats here, but only for the exterior / walls /
Build Mode portion. You must pay for all furniture and amenities. Start with a small
seaside cottage, which you may expand upon at your leisure. Make sure the lot has the
Island Spirits lot trait. Try to live as off-the-grid as possible - it's not a required lot trait,
but you should aim for eco friendliness.

Goals / Tasks

● (EVENT) Take a vacation to Sulani while in the last week of being a teen.
● On your trip, commune with the island spirits.
● (EVENT) Immediately after aging into a young adult, move to Sulani.
● Live as off-the-grid / low-power as possible.
● Commune with island spirits every other day.
● Restore Mua Pel'am to Rank 3.
● Host or participate in a Kava Party once a week.
● Attend each Sulani festival at least once.
● Fishing Competition Event in Ohan’ali Town
● Island Celebration Event in Ohan’ali Town
● Turtle Hatching Event in Mua Pel’am
● Beach Bonfire Event in Ohan’ali Town
● Family Fun Day Event in Ohan’ali Town
● Flower and Music Event in Ohan’ali Town
● Town BBQ Event in Ohan’ali Town
● Meet and befriend a mermaid.
● Fall in love with a coworker in the Conservationist career OR an island elemental.
● Have at least two children.
● Note that to have a baby with an island elemental, you have to first add them to
your household after bringing them back to life. Good luck, if you’re aiming for it!
● Take a family vacation anywhere when the G16H (AtW) is in their last week as a teen.
● Master the Fishing and Wellness skills.
● Complete the Conservationist career.

SUCCESSION

Heir Selection
Heir should be the first child conceived with an island elemental; if you did not conceive a child
with an island elemental, then the G16H (AtW) should be the oldest-born child.

Succession
Succession occurs when the G16H (AtW) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

By and By
● Had a neutral eco footprint at time of succession.
● Didn't fully improve Mua Pel'am.
● Had a baby with a normal Sim.
● Had only one child.
● Had more negative than positive spirit experiences.
● Mastered Fishing before Wellness.
● Hosted or participated in 0 - 9 Kava Parties.
● Only attended six or fewer unique Sulani festivals.

Ho'i Mai 'Oe


● Had a green eco footprint at time of succession.
● Fully improved Mua Pel'am.
● Had a baby with an island elemental.
● Had two or more children.
● Had more positive than negative spirit experiences.
● Mastered Wellness before Fishing.
● Hosted or participated in 10+ Kava Parties.
● Attended all seven unique Sulani festivals.

By and By
It's interesting what calls to each of us, isn't it? Your parent, and their parent, and their parent
before them - they all felt the call of the supernatural. And though you also felt it, yours took
you to distant shores. By and by, you cherished your life in Sulani, learning about the culture
and becoming a part of the island. And in your afterlife, you hope that your spirit will live on
throughout Mua Pel'am, encouraging your successors to follow what calls to their hearts, too.

The Generation 16 Heir will begin their story with the Sulani Mana hidden trait and the Inspired
Explorer bonus trait, which should be applied manually.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.

Ho'i Mai 'Oe


You were called to Sulani for a reason - and through your communion with the island's spirits,
the shores and seas flourished. Your hard work helped restore Mua Pel'am to its ancestral
state, and you still feel the guidance and inspiration from your ancestors flowing through you.
Though you know that one day, you will pass on, you are comforted in the knowledge that you
will return - to your island, to your home, to your family.

The Generation 16 Heir will begin their story with the Sulani Mana hidden trait and the
Heatproof bonus trait, which should be applied manually.
The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.

GEN 16: Around the World


You’re charting once-uncharted territory.

PREMISE

Through your parent - and your ancestors before you - you felt a strong connection to the
shores of Sulani. It was undeniable; the way the waves beckoned you inland, then pulled you
out to sea… You could spend hours watching the tides drift back and forth.

So you knew, right away, that your home would be there - on the seaside.
But like the waves, you would never stay ashore for long.

You settled into a tiny home on one of Sulani’s docks, just long enough to make it a
comfortable respite after long days and nights - and without another thought, you set off on
the seas to explore the world beyond your Sulani shores.

You traveled further than you’d ever even dreamed.


To wooded forests. To snow-capped mountains. To suburban roads. To cobblestone paths.
To places yet unknown to ordinary Sims, unlike anywhere you’d seen before.

You painted and photographed your journey, documenting the places you’d been and the
people you’d met along the way. And with each trip, your heart and mind grew stronger - full
of new experiences and relationships to guide you through your future.

Even after starting a family of your own, you continued traveling. The shores of Sulani were
your home, yes - but the world itself was your respite.
And once your travels were complete, you celebrated; you recalled every moment with every
friend, far and wide, inviting them to share your home - just as they’d once invited you to share
theirs, however long ago.

… But as you gaze out at the waves each night, you feel that familiar tug at your heart. The call
of the sea. And you know you’ll be out there again soon, steadfastly charting your way through
new horizons.

STARTING INFO

Aspirations:
● Friend of the World [Base Game]

Traits:
● Child of the Ocean [Island Living]
● Outgoing [Base Game]
● Any Trait

Bonus Traits / Lifestyles:


● Sulani Mana (By and By; Ho'i Mai 'Oe) [Island Living]
● Inspired Explorer (By and By) [Base Game]
● Heatproof (Ho'i Mai 'Oe) [Seasons]

Focused Skills:
● Charisma [Base Game]
● Painting [Base Game]
● Photography [Base Game]

EVENTS / GOALS
Events

Sittin’ on the Dock of the Bay


Upon succession, move out of your childhood home and into your own beachfront lot in
Sulani. Once there, build yourself a tiny home and decorate the interior using your own
funds. Afterward, you may use money cheats to build the exterior so that a dock is
attached to your tiny home. You live at one of Sulani’s port of calls, where ships dock on
their way to and from the island - and where you will start and end each of your
travels.

Around the World in 80 Days


Travel to a rental lot in every world - excluding Sulani and Batuu - and stay for at least
two nights. This should take you approximately 63 in-game days, assuming you pick up
and travel again the day after you return from a trip. If you do a trip with three days at
home in between travel, it should take you approximately 105 days. Use this info as
you wish to best plan your lifetime of travel!

The Sights We’ve Seen


After you return home to Sulani after your final trip, throw a big house party. Invite all
of your friends from around the world to join you - it’s time to show them your home,
after they’ve welcomed you into theirs!

Goals / Tasks

● Take a family vacation while in the last week of being a teen.


● (EVENT) Upon succession, move into your own tiny home in Sulani.
● You may use freerealestate or money cheats to decorate the exterior and make a
dock, but not to construct the actual building where you live or decorate the
interior.
● Never spend more than three consecutive days at home until you’ve finished traveling.
● (EVENT) Visit every world and stay in a rental home for at least two nights each.
● Willow Creek
● Oasis Springs
● Newcrest
● Magnolia Promenade
● Windenburg
● San Myshuno
● Forgotten Hollow
● Brindleton Bay
● Del Sol Valley
● Strangerville
● Glimmerbrook
● Britechester
● Evergreen Harbor
● Mt. Komorebi
● Henford-on-Bagley
● Tartosa
● Moonwood Mill
● Copperdale
● San Sequoia
● Chestnut Ridge
● Tomarang
● Granite Falls
● Selvadorada
● In each world, paint a small picture from reference of your favorite neighborhood or lot.
● In each world, befriend at least one local.
● In each world, do something unique to that world.
● Stay in touch with your worldwide friends, even while traveling.
● Have a pen pal and send letters to them between your travels, asking for postcards.
● In each world, take a selfie with a new friend.
● (EVENT) Celebrate your return to Sulani after your final trip with a big party.
● Visit each of these secret lots.
● Sylvan Glade (Willow Creek)
● Forgotten Grotto (Oasis Springs)
● Deep Woods (Granite Falls)
● Mt. Komorebi Peak (Mt. Komorebi)
● Realm of Magic (Glimmerbrook)
● Take a photo or paint a small picture from reference within every secret lot.
● Start a family with a Sim from outside Sulani, and take them with you on trips.
● You can choose to fall in love and marry or stay single - it’s up to you!
● You can choose to conceive naturally or have a science baby with a friend. The
number of children you have is up to you.
● You can take your family members on any or all of your trips around the world.
● Complete the Charisma, Painting, and Photography skills.
● Complete the Friend of the World aspiration.
● Take a family vacation to Mt. Komorebi when the G17H (TFTF) is in their last week as a
teen.
● This can count as your visit to Mt. Komorebi, if you want - but note that doing
this immediately triggers succession. You’ve been warned!

SUCCESSION

Heir Selection
Heir should be your youngest-born child.

Succession
You will take a family vacation when the G17H (TFTF) is in their last week of being a teenager.
Succession occurs when you return from vacation, even though the G17H (TFTF) is still a teen.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

New Horizons
● You visited all 21 worlds at least once.
● You have a painting for every world.
● You have a photo for every world.
● You have a photo for every secret lot listed.
● Mastered Charisma before Painting or Photography.
● Maintained ‘good friends’ status with all your friends.

Well-Seasoned
● You visited 15+ worlds at least once.
● You have 10 - 20 world paintings.
● You have 10 - 20 world photos.
● You have 2 - 4 secret lot photos.
● Mastered Painting before Charisma or Photography.
● Maintained ‘good friends’ status with 10 - 20 friends.
There Be Dragons
● You visited 10 or fewer worlds.
● You have 9 or fewer world paintings.
● You have 9 or fewer world photos.
● You have 0 - 1 secret lot photos.
● Mastered Photography before Painting or Charisma.
● Maintained ‘good friends’ status with 9 or fewer friends.

New Horizons
Beyond the sea, beyond the stars, new horizons called to you each night. And you answered
their call, dutifully, charting your way beyond your ancestral home to discover new sights and
new shores alike. You experienced the world, in all its delights and detriments. You made new
friends, found family, and shared your story with each of them. Through your journeys, you will
be remembered; and in your homeland, you will finally find respite - warm remembrance of a
life well-traveled and well-lived,

The Generation 17 Heir will begin their story with the Ice Proof reward trait, the Adrenaline
Seeker lifestyle, and the Long Lived reward trait, which should be applied manually.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,000 total after the household split.

Well-Seasoned
With each brushstroke, each snap of a lens, you documented your journey. And how fulfilling
that was - to look back on the shores of worlds you’d once tread with your own two feet, from
the comfort of your seaside home. As you sift through the sand beneath you, you recall
moments along the way; seasons that passed, whispering recollections of first-meetings and
fond farewells. You yearn to return. And perhaps someday, you will - with the knowledge that
there is always more to see, more to learn, more to experience.

The Generation 17 Heir will begin their story with the Ice Proof reward trait, the Adrenaline
Seeker lifestyle, and the Worldly Knowledge reward trait, which should be applied manually.
The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,000 total after the household split.

There Be Dragons
Even as you gaze out past the dock - where the sky meets the sea and the blues of celestial
bodies and cerulean tides melt together into one - you cannot help but wonder what else
remains unseen, uncharted, unknown. What dragons lie beyond the shores? You still have yet
to gaze upon those far-off lands for yourself. Oh, if only you could persist; if only you could
survive on the seas well past your own rights to livelihood. … It gives you some comfort to
know that through you, the journey has only just begun; and from here on, your successors
might continue your travels for you. Where you once watched from the seas, now you shall
watch from the skies, surviving through your shared experiences.

The Generation 17 Heir will begin their story with the Ice Proof reward trait, the Adrenaline
Seeker lifestyle, and the Survivalist reward trait, which should be applied manually.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,000 total after the household split.

GEN 17: Too Far, Too Fast


Beware, lest you fly too close to the sun.

PREMISE

You never could adjust to the searing summer sun.

Ironic, given your upbringing in Sulani. But something about the crashing of the waves and the
blistering heat made your blood boil. Not in a good way. (Is there even a good way?)
Needless to say, you struggled. You were extremely athletic - you played every sport,
constantly moving, doing whatever you could to set free the steam building inside you. It
barely helped.

And when your parent suggested you follow in their footsteps and take a family vacation to
celebrate graduating high school, you felt annoyance bubbling over.

But in the chill of winter wind and the soft serenity of Mt. Komorebi, you found yourself.

And so, like your grandparent before you, you packed your things and moved away as quickly
as you could. You rented a home at the base of the mountain and dove headfirst into winter
sports. The neighborhood locals started calling you a daredevil.

Never one to turn down a challenge, you picked fights at the bars, skied circles around the
mountain, and won hearts with your bravado. Your hot-and-cold nature got you what you
wanted, when you wanted it - and pushed aside what you were done with. You lived simply.

You took nothing seriously. Even after a one-night stand turned into a baby on the way, you
still couldn't sit still - not for even a moment. You would never, ever settle down. You raised
your child with the same hot-headed tenacity that ruled your life, despite the fact that they
couldn't quite keep up.

... Its a shame that your lifestyle caught up with you before you could live it to the fullest.

STARTING INFO

Aspirations:
● Extreme Sports Enthusiast [Snowy Escape]

Traits:
● Hot Headed [Base Game]
● Adventurous [Snowy Escape]
● Non-Committal [Base Game]
Bonus Traits / Lifestyles:
● Ice Proof (All Endings) [Seasons]
● Adrenaline Seeker (All Endings) [Base Game]
● Long Lived (New Horizons) [Base Game]
● Worldly Knowledge (Well-Seasoned) [Snowy Escape]
● Survivalist (There Be Dragons) [Outdoor Retreat]

Focused Skills:
● Fitness [Base Game]
● Rock Climbing [Snowy Escape]
● Skiing [Snowy Escape]
● Snowboarding [Snowy Escape]

EVENTS / GOALS

Events

Just Put Some Ice on It


After aging into a young adult, move to a lot in Mt. Komorebi. You may use
freerealestate to build or move into a residential lot with a small, unfurnished basement
apartment with an outdoor entrance. Use your own funds to decorate the basement.
Consider using lots from the gallery for things like laundromats, convenience stores,
etc. and adding a basement studio apartment underneath to add to the feeling of
renting whatever's available for as cheap as possible. The basement is your home.

IF YOU HAVE FOR RENT...


Change the lot type into a rental lot, and designate the basement as your space.
Designate all other spaces as either communal spaces or spaces for other
tenants.

IF YOU HAVE DISCOVER UNIVERSITY...


Get an NPC roommate instead of tenants. Lock any other residential areas so
that your Sim cannot get into them, but the roommate can. Lock your basement
doors so that the roommate cannot enter your space. Communal spaces may
remain unlocked. Remember your door lock settings for if you try to invite other
Sims over.
IF YOU HAVE NEITHER PACK...
Lock any other residential areas so that your Sim cannot get into them, as if they
were owned by other tenants. Your Sim is not allowed in these areas.
Communal spaces may remain unlocked. Remember your door lock settings for
if you try to invite other Sims over.

Unplanned, Unexpected
Have flings with at least three different Sims; from one of your flings, you should have
an unplanned pregnancy. Move your partner into your household temporarily. Maybe
you can make it work! ... Yeah, no. Once the baby is a toddler, break up with your
partner and move them out of your house - but keep the kiddo! Begrudgingly, though. If
there was a multiple birth, only keep the oldest child and send the youngest to live with
your ex-partner. If any other flings have children, those children must remain with your
partner(s), not you. They can still visit you, but you are not about that big happy family
life. It'd just slow you down.

Only The Good Die Young


Yours is not a happy ending, my friend. Though you burned with a wild blaze, you
fizzled out at the end. This will be a tough one to do! Shortly after the G18H (BtC) ages
into a teenager, kill off the G17H (TFTF). How you do it is up to you - whether you do it
with a cheat, with a trap, or even just by pure dumb luck, it's your choice. But
unfortunately, for your heir's story to go on, yours must come to an end. It's best if it
happens organically through gameplay by putting your Sim into dangerous situations,
but you can force it through cheats if you're running out of time.

Goals / Tasks

● Take a family vacation to Mt. Komorebi as a teenager.


● (EVENT) After aging into a young adult, move to a basement in Mt. Komorebi.
● Read the event text for guidelines; this one is tricky.
● Do something athletic at least once every day, if not more.
● Go to bars, festivals, and hangouts frequently.
● For every five positive interactions with someone, do at least one mean or mischievous
action.
● Make and maintain at least three enemies.
● Have at least three different flings - no commitment allowed.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to set a preference of
not wanting children.
● (EVENT) Only ever have one child.
● If you have any more children after the first one, send them to live in the
household with your partner(s) instead. Only your first child can live with you.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to arrange custody
and child support for your child.
● Have a difficult family dynamic with your child.
● Have a strained (-25% to 25%) relationship with your child.
● Climb to the top of Mt. Komorebi.
● Master the Skiing, Snowboarding, Rock Climbing, and Fitness skills.
● Complete the Extreme Sports Enthusiast aspiration.
● (EVENT) Kill off the G17H (TFTF) while the G18H (BtC) is a teenager.

SUCCESSION

Heir Selection
Heir should be the unplanned child. In the case of a multiple birth or additional children after
the first, the G18H (BtC) should be the first-born child.

Succession
Succession occurs while the G18H (BtC) is a teenager, once the G17H (TFTF) passes away as
part of the final event / goal. Do not put this off until the last moment - it is best to do it
when the G18H (BtC) is just starting or half-way through teenagerhood.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Complacency
● You had 0 - 3 enemies.
● You had 0 - 3 different flings.
● You had only one child at the time of your death.
● You stayed on good terms with the other parent of your heir.
● You had a positive-leaning relationship with your heir.
● You never reached the top of Mt. Komorebi.
● Mastered 0 - 2 of the Skiing, Snowboarding, Rock Climbing, and Fitness skills.
● Did not complete the Extreme Sports Enthusiast aspiration.
● Your death was due to one of the following:
● Starvation / Money Vault
● Hysteria
● Mortification
● Cowplant
● Steam
● Low-Quality Puffer Fish
● Poison
● Rabid Rodent Fever
● Beetles
● Flies
● Killer Rabbit / Chicken
● Meteorite
● Potion of Immortality
● Murphy Bed
● Mold

Hubris
● You had more than 3 enemies.
● You had more than 3 different flings.
● You had more than one child total at the time of your death.
● You left off on poor terms with the other parent of your heir.
● You had a negative-leaning relationship with your heir.
● You reached the top of Mt. Komorebi.
● Mastered 3+ of the Skiing, Snowboarding, Rock Climbing, and Fitness skills.
● Completed the Extreme Sports Enthusiast aspiration.
● Your death was due to one of the following:
● Fire
● Cardiac Explosion / Rage
● Electrocution
● Overexertion
● Drowning
● Freezing
● Overheating
● Lightning
● Vending Machine
● Falling
● Stink Capsule
● Urban Myth
● Spellcaster Overload
● Steam

Complacency
You never listened, did you? Despite growing up in a tropical paradise, surrounded by the
warmth of your family and their spirits, you fostered a frigid heart that could only thrive in the
frozen tundra. You pushed on, forging your own path. But when you hit walls along the way,
you slowed down. Your fire dwindled. By the time you passed on, you were naught but
embers, barely burning within your core. What would you leave behind that would last? Who
would mourn your passing? Was it worth it, in the end?

The Generation 18 Heir will begin their story with the Jealous trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Insensitive character
value and the Workaholic lifestyle, which should be applied manually.

If the current household funds at time of succession equal $10,000 or greater, reduce the total
to $10,000. If the household funds are $9,999 or less, leave the household funds as-is.

Hubris
You were warned, weren't you? None can say you did not live wholeheartedly. Oh, you lived,
alright - with such a ferocity, you set hearts and souls ablaze in your wake. You were a force to
be reckoned with, and you made damn sure that every person you met knew it. You seared it
into their minds, wounds still fresh and painful by the time you passed. The snow melted
around your plot as they laid you to rest, your soul refusing to yield even once. What could you
leave behind that wouldn't burn? Who could mourn your passing? Was it worth it, in the end?

The Generation 18 Heir will begin their story with the Mean trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Argumentative character
value and the Workaholic lifestyle, which should be applied manually.
If the current household funds at time of succession equal $10,000 or greater, reduce the total
to $10,000. If the household funds are $9,999 or less, leave the household funds as-is.

GEN 18: Break the Cycle


For everything: a time, a place, a reason.

PREMISE

Your birth was the result of passion made manifest.

You spent your childhood struggling to keep up - trying to prove your worth, trying to gain the
approval of your parent. It was difficult; their vivacity was nearly too much to handle at best,
and completely overwhelming at worst. Rather than relying on them, you taught yourself how
to take care of your home, your needs - alone.

When your parent suddenly passed, you were conflicted. How were you supposed to feel?

Sad? ... Of course. They were your parent.


Relieved? ... A little, if you were being honest.
Numb? ... Yeah, mostly just numb.

For such a bright flame to crash and burn so quickly, as if it barely existed in the first place... Of
course you were upset. But life wouldn't wait for you to grieve.

You had to move on. And so you did.

You were responsible. Stoic. Strict. The antithesis of your wild-child predecessor. You found
comfort and safety in routine, in everything having a time and a place and a reason. You marry.
You have a child. It all happens the right way, according to the plans you lay out for yourself.
It wasn't until you started climbing the ranks of your detective career that you found a glimmer
of the truth behind your parent's passing. It hadn't been an accident at all, possibly. Nestled
into the sterile racks of the precinct's evidence room was a box with your parent's name. A cold
case, filed away for safekeeping instead of pursued to its conclusion.

So you take it upon yourself to learn the reason they passed. Who was behind it. Why.
You told yourself it was for closure, maybe. It was mostly just because you needed to know.

But your desperation - your long nights at the precinct, your obsession with tracking down
suspects, your unrelenting nature - it drives you and your partner separate ways. You realize,
with a heavy heart, that despite all your differences... you may yet have some similarities with
your parent, after all. You get a divorce, you win custody of your child, and you resolve to raise
them to break the cycle: to be as responsible, meticulous, and ambitious as possible.

You would make their life perfect, even if you had to fight your own nature to do it.

STARTING INFO

Aspirations:
● Super Parent [Parenthood]

Traits:
● Erratic [Base Game]
● Perfectionist [Base Game]
● Inherited Traits
○ Jealous (Complacency) [Base Game]
○ Mean (Hubris) [Base Game]

Bonus Traits / Lifestyles:


● Insensitive (Complacency) [Parenthood]
● Workaholic (Complacency; Hubris) [Snowy Escape]
● Argumentative (Hubris) [Parenthood]

Focused Skills:
● Logic [Base Game]
● Research & Debate [Discover University]

EVENTS / GOALS

Events

Despite Everything, It's Just You.


This is the point of succession - you become the current heir when your parent passes
away. Even though you're a teenager, you must live alone and make a life for yourself
from the bottom up. Immediately set your family funds to $10,000 total - this is the
amount remaining after the expenses for a funeral and death investigation. (Too bad
they never took out life insurance, huh?) If you have less than $10,000 in your existing
funds, do not add any money; you'll just stay as-is.

Bringing Work Home


It's a bad habit, but you start getting so invested in your work, you even bring it home.
Over time, expand your home to include an office for your work, an interrogation room,
and a small jail cell. Make it feel like you've got a mini police station attached to your
home, or even make a police station on the lower floor and move your living spaces to
the top floor. If you live in an apartment, you are allowed to move to a new lot, but may
not use freerealestate to do so.

Rage Against the Machine


The day after the divorce, use cheats to apply the Rebellious childhood phase to the
G19H (BYP). Every time it wears off, re-apply it. The G19H (BYP) should be in a
constant phase of rebellion, making it difficult for you to deal with their attitude. In
addition, they should be given the Live Fast teen aspiration.

Goals / Tasks

● (EVENT) Lose your parent in an accident as a teenager.


● Move away from Mt. Komorebi and into the neighborhood of your choice.
● San Sequoia, San Myshuno, or Willow Creek are recommended.
● You may not use freerealestate when you move.
● Graduate from high school early, if you can.
● Upon aging into a young adult, join the Detective career branch.
● Always go to work with your Sim.
● (EVENT) Over time, expand your home to include a detective's office, small jail cell, etc.
● Get married and have just one child.
● When the G19H (BYP) reaches childhood, get a divorce from your partner.
● Move your partner (and any additional children) out of the household.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to set custody of your
child and arrange visitation for your child and ex-partner.
● After the divorce, have a negative relationship with your child.
● Have a strict family dynamic with your child.
● (EVENT) Deal with your child's constant state of rebellion.
● In addition, the G19H (BYP) should have the Live Fast teen aspiration.
● Set an early curfew of 7:00 p.m. and never change it.
● Any time your child is out after curfew or sneaks out of the house, argue with them
when they return home.
● Master the Logic and Research & Debate skills.
● Complete the Super Parent aspiration.
● Complete the Detective career branch.

SUCCESSION

Heir Selection
Heir should be the only child. In the case of a multiple birth or additional children after the first,
the G19H (BYP) should be the first-born child. Any additional children should remain with your
ex when they move out of your household.

Succession
Succession occurs when the G19H (BYP) is 7 days away from aging into a young adult, even if
the G18H (BtC) is still alive and well. You will be working toward some of the G19H (BYP)
goals before succession, so look ahead.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.
Breaking the Wheel
● Did not graduate from high school early.
● Solved 0 - 6 total cases as a detective.
● Had a positive relationship with your ex.
● Had a less negative (-25 or higher) relationship with your heir.
● Mastered Logic before Research & Debate.
● You were Focused more times than Angry.
● Your 'home office' was smaller than your actual home.
● Completed the Super Parent aspiration.

The Cycle Continues


● Graduated from high school early.
● Solved 7+ total cases as a detective.
● Had a negative relationship with your ex.
● Had a more negative (-100 to -25) relationship with your heir.
● Mastered Research & Debate before Logic.
● You were Angry more times than Focused.
● Your 'home office' was larger than your actual home.
● Did not complete the Super Parent aspiration.

Breaking the Wheel


Sometimes, the circumstances of our birth continue to haunt us. And though you packed the
skeletons in your closet tightly away, you could not deny the flesh and blood that ran through
your veins. Despite everything, you tried to do right, to make a different life with better
direction for you and your kin. But your desperation to follow a different path inevitably led you
to follow in your parent's footsteps, anyway. You were so focused on your work and livelihood,
you could no longer see what was happening on the periphery. Your child ran away from
home. Away from you. If only you'd done more - or perhaps if you'd done less, in hindsight -
maybe things would have ended up differently. You can only hope that one day, you can make
things right. Not by forcing things to fit your mold, but by adapting along the way.

The Generation 19 Heir will begin their story with the Loner trait, which should be chosen upon
aging into a teenager. They should also begin their story with the Observant reward trait, which
should be manually applied.
The heir may take a maximum of $1,500 when splitting the household. If the current household
funds do not meet this amount, leave the money alone and use money cheats to give the heir
$1,500 total after the household split.

The Cycle Continues


Like parent, like child. You hated admitting it, but the moment you found your parent's cold
case gathering dust upon the precinct shelves was the moment that familiar, familial fire flared
within you. And you burned, just as they had. The embers blinded you to the ashes you left in
your wake; your own child fled, just to get a taste of freedom. But even that could not make
you stray from your goal. You eventually discover the truth; your investigation revealed that it
really had been an accident, after all. No culprits, none to blame but the folly of man - the fault
of an individual blinded by their own hubris. The similarities stung like winter's cold freeze.

The Generation 19 Heir will begin their story with the Paranoid trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Connections reward
trait, which should be manually applied.

The heir may take a maximum of $1,500 when splitting the household. If the current household
funds do not meet this amount, leave the money alone and use money cheats to give the heir
$1,500 total after the household split.

GEN 19: Bury Your Past


You won't let the past catch up with you.

PREMISE

You couldn't help it. You just had to run.


You were stifled, and you had to spread your wings. It was as simple as that. You no longer
had to strain against the burden of responsibility. It didn't matter if you didn't have money, or a
home. You were free to make your own choices, finally.
But a childhood of rebellion isn't given up so easily.

You turn to petty theft to get by. First, just a few things here or there that you can sell. A meal
you can eat. Things that are inconsequential to most, but make all the difference to you. You
earn enough money this way to buy a tent. And then, to rent a trailer. Even after you've made a
comfortable enough living for yourself, you keep thieving. It's hard to give up.

That is, until they contact you.

You'd heard about secret agents and super-spies... stuff meant for action flicks. You never
thought you'd be personally inducted into their ranks. You're the youngest recruit in decades,
apparently. Turns out the victim of one of your crimes just so happened to be an agent - and
after some sleuthing of their own, they tracked you down.

Everything happens quickly after accepting their proposal. They move you into an unassuming
home with a partner agent - another newcomer, barely older than you. Together, you work
hard. You wake up, get ready, go to work, come home. It's surprising for you - to actually settle
into a routine like that. It's more surprising that you enjoy it.

It's no surprise, however, that you inevitably start to fall for your partner - and they, for you.
You end up having a child together; unexpected, but so, so full of joy. It all happens so quickly.
Having a homey life and starting a family... it's beyond your belief. The two of you plan to quit
the agency and focus on family. Just one more job, and that’s it - then it’s retirement for the
two of you, and a life of serenity and peace.

But on your final job... Your partner is killed in an accident. The world spins. Everything keeps
happening so quickly. Too quickly. You wish it would stop, even just for a single moment.

In your desperation, you take your child and move away - as far as you can, as fast as you can,
where no one will recognize you. You take on a new name, start a new life out on the farm -
where you wanted to settle with your partner. You leave your life of drama and intrigue
behind, hanging up your suit and tie in favor of dungarees caked in dirt.

You bury your past.


STARTING INFO

Aspirations:
● Live Fast (as a teenager) [High School Years]
● Public Enemy [Base Game]
● Country Caretaker [Cottage Living] OR Championship Rider [Horse Ranch]

Traits:
● Kleptomaniac [Base Game]
● Any Trait
● Inherited Traits
○ Loner (Breaking the Wheel) [Base Game]
○ Paranoid (The Cycle Continues) [Strangerville]

Bonus Traits / Lifestyles:


● Observant (Breaking the Wheel) [Base Game]
● Connections (The Cycle Continues) [Base Game]

Focused Skills:
● Mischief [Base Game]
● Gardening [Base Game]
● Horse Riding [Horse Ranch]
● Nectar-Making [Horse Ranch]

EVENTS / GOALS

Events

You Only Live Twice


At the moment of succession, move the G19H (BYP) out of their current household and
into an empty lot in either San Myshuno or Tomarang. You may use freerealestate. You
may not take more than $1,500 with you. Buy a tent and a cooler. You must cut off all
contact with the G18H (BtC) until you are a young adult or older; at that point, you may
optionally contact them, if you wish. You cannot take jobs to earn money - you may
only earn money by selling things you steal or collect, including breaking-and-entering.

For Your Eyes Only


After you get your first promotion in the Criminal career track, quit your job and join the
Secret Agent career track. Symbolically, this is the secret agency contacting you to join
them! You are assigned a home base and a partner to act as a cover for your missions.
Note down your current funds for later. Destroy your trailer home and build a
suburban-style family home. Nothing too fancy, but it must have the whole white
picket fence style. Get a roommate. The first Sim (with whom you can conceive a child)
to respond to your roommate advertisement is your newly-assigned partner. Restore
your funds to what they were before you started building.

The Spy Who Loved Me


I'm sorry for this in advance! Kill off your partner. How you do it is up to you - whether
you do it with a cheat, with a trap, or even just by pure dumb luck, it's your choice. But
they must die before you can continue your story. This is best done while your child is
still a newborn, infant, or toddler, not a child; the idea within the story is that they will
not remember their other parent while growing up. If the child has a relationship bar
with the parent that passes away, consider removing it with cheats.

The World is Not Enough


Immediately after the death of your partner, quit your job. Move your family to a small
farm in Henford-on-Bagley, where you will make a new start. Change the names of
yourself and your child(ren). Make a living by tending to your garden and caring for
farm animals or riding horses.

Goals / Tasks

● (EVENT) As a teen, move out of your home and into an empty lot in either San
Myshuno or Tomarang.
● Drop out of high school.
● Steal things and sell them to make a living.
● Upon aging into a young adult, build a trailer-style home on your lot.
● Join the Criminal career track as soon as you can.
● (EVENT) After your first promotion, quit your job and join the Secret Agent career.
● Get rid of your trailer and build a cute, suburban-style home.
● Get an NPC roommate, and give them the secret agent career. This is your assigned
partner.
● Complete the Secret Agent career track.
● You can choose either of the two branches - Diamond Agent or Villain.
● Ideally, do this before your next goal! Not a dealbreaker if you can't.
● Make memories with your partner - photos, festivals, the works.
● You really gotta sell the whole 'happy couple' schtick to keep your secret agent
cover as a cute little suburban couple.
● ... Inevitably fall in love with your partner and have a baby.
● Do not get married; your partner should never officially join your household.
● If the baby is born but is not part of your household, manually move them into
your household - you are the primary caretaker.
● (EVENT) Kill off your partner.
● (EVENT) Move to a small farm in Henford-on-Bagley or Chestnut Ridge.
● Note that the endings have goals that are specific to Henford-on-Bagley
(Finchwick Fair) and Chestnut Ridge (Horse Riding Competitions).
● Switch your aspiration to Country Caretaker OR Championship Rider, depending on
your location.
● Change the names of your Sim and your child(ren).
● Bonus points if you reference names from James Bond or other spy films.
● Live the rest of your days as a single parent, out on the farm.
● Raise animals (cattle, sheep, goats, chickens, etc.) and grow produce on your farm.
● Grow lots of produce and cultivate your gardening skill.
● If you moved to Henford-on-Bagley, enter animals / produce into Finchwick Fairs.
● If you moved to Chestnut Ridge, enter horse riding competitions.
● Keep track of how many competitions you enter and how many you earn gold in.
● Decorate your farm home for every season.
● Master the Gardening skill.

SUCCESSION

Heir Selection
Heir should be the only child. In the case of a multiple birth or additional children with your
partner before they die, the G20H (BCHC) should be the child with the highest relationship to
the G19H (BYP) at time of the oldest aging into a young adult. Children born after your first
partner are not eligible to become heir.

Succession
Succession occurs when the G20H (BCHC) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Live and Let Die


● You completed the Secret Agent career track with the Villain branch.
● You made over $10,000 in profit from your thefts.
● You befriended one or more foxes.
● You won first place in one or more Finchwick Fairs due to rigging OR earned gold in
horse riding competitions more than 50% of the time.
● You had more than one relationship after the death of your partner.
● Completed the Public Enemy aspiration.

Tomorrow Never Dies


● You completed the Secret Agent career track with the Diamond Agent branch.
● You made less than $2,500 in profit from your thefts.
● You befriended one or more rabbits.
● You won first place in one or more Finchwick Fairs OR earned gold in the Ultimate
Horse Championship.
● You had no new relationships after the death of your partner.
● Completed the Country Caretaker OR Championship Rider aspiration.

Die Another Day


● You did not complete the Secret Agent career track.
● You made between $2,501 - $9,999 in profit from your thefts.
● You did not befriend any wild animals.
● You never won first place in any Finchwick Fairs OR earned gold in horse riding
competitions less than 50% of the time.
● You had one relationship after the death of your partner.
● Did not complete either aspiration.
Live and Let Die
If you would shatter, then so too would the world. Let all who wondered about your
whereabouts be sundered with weariness so severe, it could not compare. You devoted
yourself to selfish gains, to inflicting pain, to neglecting niceties. You triumphed, until suddenly,
you were brought to your knees. Unwilling to be laid low by tragedy, you retreat to the fields,
on your own terms. And there you would stay, unflinching, unwavering, unrelenting. You are
steadfast in your convictions, and hold tight to your loss - afraid of losing anything else.

The Generation 20 Heir will begin their story with the Perfectionist trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Bad Manners
character value, which should be manually applied.

The heir may take a maximum of $33,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $25,000 total after the household split.

Tomorrow Never Dies


You were diamond, forged from carbon; you were seemingly unshakable, allegedly
unbreakable. The pressures of your upbringing created radiant stone. When you went it alone,
you were unafraid of failure. Of triumph or loss, of sickness or health, of better or worse. You
softened, slowly. Enough for one solid swing to chip your shell, soil your sheen. But you were
diamond, and you did not break so easily. A new identity was all you needed to polish and
repair - to find comfort in a new life, where simplicity reigned supreme. Let the past remain
past; you would be content to ruminate on the future, instead.

The Generation 20 Heir will begin their story with the Animal Enthusiast trait or Horse Lover
trait depending on location, which should be chosen upon aging into a young adult. They should
also begin their story with the Always Welcome reward trait, which should be manually
applied.

The heir may take a maximum of $25,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $19,000 total after the household split.

Die Another Day


After one too many wounds, you hardened your heart to protect it from further damage. You
were good at your job; it had fit your nature, and you excelled as long as you remained
focused. But when you let your guard down with your partner, you gave them a part of you.
You invited weakness to roost within. Never again. Escaping to the farm was less 'flee' and
more 'faux' - a cover to hide the anguish, a new name to erase the past. You could live with a
lie, as long as you were still whole.

The Generation 20 Heir will begin their story with the Self-Assured trait, which should be
chosen upon aging into a young adult. They should also begin their story with the
Entrepreneurial reward trait, which should be manually applied.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

GEN 20: Big City, Home Cooking


Home is where the heart is.

PREMISE

All you've known are the lines of produce nestled into your garden, the call of the rooster at
dawn, and the big, blue sky of your home. And god, you love it. You cultivate the produce
you've grown, and you enjoy cooking it for your family and neighbors to savor.

You love the warmth of the summer sun, the crisp of autumn wind, the chill of winter frost, the
scent of spring blooms. Your life is serene and idyllic. You rarely stray far from the farm, but
that's okay. You know where you're from, and where you're meant to be. These are your roots.

Or so you thought.

Buried deep underneath a box of discarded holiday decorations, you find an old photo frame -
it's your parent and... someone you don't recognize. But at the same time, you do. They look
vaguely familiar, in a weird way. It's a little like looking... at yourself?
So you ask your parent about them. What's the harm in that?
It ends in a meltdown. Sort of. There's a lot of crying involved.

You learn the truth about your other parent. About the past your parents shared. About their
home. About where you came from. And suddenly, your farm life feels... incomplete.

The day you become a young adult, you decide to move out. Make a pilgrimage, make a name
for yourself. You aren't going to become an award-winning chef by staying on the farm. You'll
take the farm life to the city. Try on the big-town life for a whirl, learn as many recipes as you
can, bring some homestyle charm to all those fancy dishes.

And all the while, learn more about where your parents came from.

It's a big city, but you've got a big heart, and big goals.

STARTING INFO

Aspirations:
● Master Chef [Base Game]
OR
Market Magnate [Home Chef Hustle]

Traits:
● Foodie [Base Game]
● Any Trait
● Inherited Traits
○ Perfectionist (Live and Let Die) [Base Game]
○ Animal Enthusiast (Tomorrow Never Dies) [Cottage Living]
OR
Horse Lover (Tomorrow Never Dies) [Horse Ranch]
○ Self-Assured (Die Another Day) [Base Game]

Bonus Traits / Lifestyles:


● Bad Manners (Live and Let Die) [Parenthood]
● Always Welcome (Tomorrow Never Dies) [Base Game]
● Entrepreneurial (Die Another Day) [Base Game]

Focused Skills:
● Cooking [Base Game]
● Baking [Get to Work]
● Gourmet Cooking [Base Game]

EVENTS / GOALS

Events

With Love in Every Bite


You love to cook - and you want to share that love with those around you, too! Cook
together with your friends and family as often as you can. Make memories and enjoy
your meals together. Try making something new every time!

Family Recipe Book


There are over 250 recipes in the base game across all the different appliances, food
stalls, cupcake machine, and campfire. You can find a comprehensive (but outdated) list
here to help you keep track of which recipes you learn with skill ranks, which ones are
food stall or restaurant-only, and which ones use special machines or lot traits, etc. You
can also install and use your own custom food mods for even more fun recipes!

Time for Dinner


Host dinner parties at least once a week at your home, in which you prepare all of the
meals for two or more friends and family members. Make something different for each
party, so that you never repeat a recipe. Aim for the gold at each party!

Goals / Tasks

● Upon aging into a young adult, move to an apartment or rental lot in either San
Myshuno or Tomarang - whichever world the G19H (BYP) originally lived in while
being a spy.
● You may not use freerealestate when you move.
● Go to every festival in San Myshuno at least once.
OR
Visit the Night Market, secret cave, and tiger sanctuary in Tomarang.
● Make a new friend at every festival / market you visit.
● (EVENT) Cook together with as many other Sims as you can.
● (EVENT) Learn as many recipes as possible.
● Get a job in the Culinary career track.
● Cook from home and sell your dishes at market stalls.
● Buy and run your own restaurant, if you like the gameplay.
● (MODDED) Use Carl’s Dine Out Reloaded to improve restaurant gameplay.
● Cover a wall in your apartment with photos of family, friends, and meals you've made.
● (EVENT) Host dinner parties at least once a week.
● Meet someone at the Romance Festival or Night Market, fall in love, and start a family.
● Redecorate your apartment / rental lot, or move into a home of your own, if you want.
● Name your child(ren) after your favorite recipe(s).
● Master the Cooking, Baking, and Gourmet Cooking skills.

SUCCESSION

Heir Selection
Heir should be the child with the highest Cooking skill at the time of the youngest aging into a
young adult. If it is too close to call, choose the middle-born child (or closest). If it's still a tie,
choose on your own or use a random draw.

Succession
Succession occurs when the G21H (AtS) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Iron Chef
● Went to festivals / markets 10+ times total.
● Learned 65+ recipes from eating new dishes.
● Obtained Gold rank on 2 - 4 dinner parties.
● Cooked with your child(ren) 6 - 9 times.
● Mastered all three focused skills.
● Completed the Culinary career track.
● Made $10,000+ from food sales at a market stall.
● Maintained a 5-star restaurant rating for 2 weeks straight.

Chopped
● Went to festivals / markets 6 - 9 times total.
● Learned 31 - 64 recipes from eating new dishes.
● Obtained Gold rank on 5+ dinner parties.
● Cooked with your child(ren) 10+ times.
● Mastered one or two focused skills.
● Got to levels 8 - 9 of the Culinary career track.
● Made $5,000 - $9,999 from food sales at a market stall.
● Maintained a 5-star restaurant rating for less than 2 weeks straight.

Hell's Kitchen
● Went to festivals / markets 5 or fewer times total.
● Learned 0 - 30 recipes from eating new dishes.
● Obtained Gold rank on 0 - 1 dinner parties.
● Cooked with your child(ren) 0 - 5 times.
● Mastered none of the focused skills.
● Did not get past level 7 of the Culinary career track.
● Made less than $5,000 from food sales at a market stall.
● Never achieved a 5-star restaurant rating.

Iron Chef
Your old life on the farm was hard... But it had prepared you well for the city, though you'd
initially been reluctant to admit it. And after endless days and sleepless nights as a sous chef
in one of the city's biggest restaurants, you climbed the culinary ladder. Between the
relationships you formed, the work you had done, and the recipes you learned - you became
one of the city's most well-known names in the culinary world. Recipe books, tv spots, farm-
raised ingredients, home appliances... Your name would be plastered across products and
produce alike, securing your legacy for generations to come.
The Generation 21 Heir will begin their story with the Genius trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Snob trait, which should
be chosen upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

Chopped
They say that you can taste the love someone stirs into the food they make - and your dishes
carried your love in every bite. Though the thought of feeling incomplete initially scared you
when you moved to the big city, you can say without a doubt that it wound up being far more
fulfilling than you could have ever imagined. Your two lives - the farm and the city - didn't have
to be separate. Just as much as the circumstances of your birth brought you to the city, your
upbringing on the farm shaped who you became. And together, they created something
beautiful - like ingredients for the perfect dish.

The Generation 21 Heir will begin their story with the Geek trait, which should be chosen upon
aging into a teenager. They should also begin their story with the Vegetarian trait, which should
be chosen upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

Hell's Kitchen
Perhaps the city was bigger than you'd expected. Perhaps your cooking style was better suited
for the home life. Perhaps you should have stayed on the farm. Despite the constant worries
and questions that flooded your mind, you have to give yourself some credit - you did persist.
You swam against the current rather than going with the flow, setting aside all you'd known to
swim toward bigger, brighter waters. You couldn't help the fact that the water just didn't feel
the same. And though there's no fault in that - no fault in you - you can't help but wonder if
there was more you could have done to stay above water.

The Generation 21 Heir will begin their story with the Bookworm trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Ambitious trait, which
should be chosen upon aging into a young adult.
The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

GEN 21: Among the Stars


When you reach for the moon, you can land among the stars.

PREMISE

The San Myshuno skyline was beautiful at night. You sat outside your family home for hours
on end as a teenager, staring out into the expanse of buildings - little lights that resembled
stars, twinkling in the dark of night.

It wasn't enough. You wanted the real thing.


You wanted to see the stars. You wanted to reach them.

You planned out your journey.

Foxbury was your first stop. At university, you studied physics, pouring your heart into your
schoolwork. You joined a few clubs here or there, went to a few parties... but you kept your
eyes - and your heart - trained on the stars.

Fresh out of college, degree in hand, you applied for a job in aeronautics. You get hired as part
of the 'Planet Patrol.' Though it sounds like something straight out of a Saturday morning
cartoon, you're thrilled. You go to work with stars in your eyes every day.

And when you return home after a long day, you set to work in your backyard, building your
own rocket. Between work and rocketry, you barely make time for meeting others - until a
late-night occurrence brings you face-to-face with a Sim with looks you can only describe as
'otherworldly.' For the first time, your gaze shifts from the stars to the person in front of you.
In a rush of adrenaline, you suddenly realize that you aren't alone.
They are out there, somewhere far beyond your planet. And you're going to go meet them.

Not here on Earth, where aliens already roam the world in disguise. No - you're going to soar
through the stars and meet them where they come from.

You're not just going to reach for the stars. You're going to touch them.

STARTING INFO

Aspirations:
● Nerd Brain [Base Game]

Traits:
● Any Trait
● Inherited Traits
○ Genius (Iron Chef) [Base Game]
○ Snob (Iron Chef) [Base Game]
○ Geek (Chopped) [Base Game]
○ Vegetarian (Chopped) [Base Game]
○ Bookworm (Hell's Kitchen) [Base Game]
○ Ambitious (Hell's Kitchen) [Base Game]

Bonus Traits / Lifestyles:


● None

Focused Skills:
● Logic [Base Game]
● Handiness [Base Game]
● Rocket Science [Base Game]
EVENTS / GOALS

Events

Mission: S.P.A.C.E.
It's time to build your own rocket, baby! In your backyard, set up a build-your-own
rocket kit and get to work. Spend time working on your rocket until it is complete. You
must build this rocket on your own lot - building the one at the Geekfest in San
Myshuno can be used for raising your skills, but cannot count toward this event / goal.

Mission: A.L.I.E.N.
After 8 p.m., use the 'Search for the Truth' option on your telescope to look for signs of
alien life out in the galaxy. Keep doing this as often as you can - nightly, every other
night, however much you can - until you are abducted by an alien spaceship.

Mission: S.I.X.A.M.
Once your rocket is complete, install a wormhole generator in it. After installing a
wormhole generator in your rocket, travel to Sixam. This is a very simple event! Make
sure to do some collecting while there, and consider making contact with a few aliens.

Goals / Tasks

● Dress to impress in every category - first impressions are key!


● Study hard and get into Foxbury University to get a Physics degree.
● Graduate from Foxbury with as high of a GPA as you can.
● When you leave school, you may move into the neighborhood of your choice,
but may not use freerealestate to do so.
● Immediately join the Astronaut career, in the Space Ranger branch.
● (EVENT) Build a rocket ship in your backyard.
● Spend time gazing at the stars each week.
● Build a fancy office / research lab in your home.
● Cover your office in science / space diagrams.
● (EVENT) Get abducted by aliens at least once.
● Fall in love and start a family with another Sim - human or alien.
● Have at least one child that is full- or half-alien.
● Install a wormhole generator in your rocket.
● (EVENT) Travel to Sixam at least once.
● Master the Logic, Handiness, and Rocket Science skills.
● Complete the Astronaut career track.

SUCCESSION

Heir Selection
Heir should be the first-born child with full- or half-alien blood.

Succession
Succession occurs when the G22H (ALiA) ages into a young adult. You have one goal as a
teen, so look ahead for that.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Out of this World


● Graduated with a GPA of 3.9 or higher.
● Got abducted by aliens 3+ times.
● Married an alien Sim.
● You or your partner gave birth to a full-blood alien.
● Felt Focused more than Tense.
● Mastered Rocket Science before the other skills.
● Completed the Astronaut career.

Feet on the Ground


● Graduated with a GPA of 3.8 or lower.
● Got abducted by aliens 0 - 2 times.
● Married a non-alien Sim.
● You or your partner gave birth to an alien hybrid.
● Felt Tense more than Focused.
● Mastered Handiness or Logic before the other skills.
● Did not complete the Astronaut career.
Out of this World
The moment you set eyes on the stars, you know you would one day be able to touch them
with your fingertips. And in many ways, you did - free from the confines of Earth, you reached
heights other Sims only imagined. In every sense of the word, you journeyed out of this world;
you found freedom and inspiration in the stars. There are few who can claim to venture out
into space on a regular basis, but you - you made it your home. You cultivated the ethereal into
reality. You sought comfort in your tireless efforts, and found focus in your dreams. And now,
when you look into the night sky, you feel a sense of warmth and familiarity unlike any other.

The Generation 22 Heir will begin their story with the Perfectionist trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Observant
reward trait, which should be manually applied.

The heir may take a maximum of $17,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $13,000 total after the household split.

Feet on the Ground


If you were meant to live among the stars, you'd already be out there, right? At least, thats
what you try to remind yourself - that aside from the occasional journey out into space, Sims
were meant to live on Earth, feet planted firmly into the soil. And that wasn't all bad, per se. It
just wasn't... enough. You had such lofty dreams as a teen that you just couldn't materialize
into reality. You achieved plenty - you couldn't deny that much - but you kept wanting more.
More than you had. More than what waited outside your doorstep. More than the world had to
offer. If only you had a little more time.

The Generation 22 Heir will begin their story with the High Maintenance trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Marketable
reward trait, which should be manually applied.

The heir may take a maximum of $17,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $13,000 total after the household split.
GEN 22: A Life in Acrylic
Fake it until you make it.

PREMISE

You've never been normal.

The circumstances of your birth were... unusual, to say the least. Your parent made no effort to
hide the truth from you - that some part of you was alien. Literally. With one foot on Earth and
the other on Sixam, you were born as the merging of two worlds made manifest. And it
showed. In the right light, you could tell at a glance, if you weren't careful. Lucky you.

Surviving school was hard enough without all the alien nonsense. The bullies who teased
others for being even the slightest bit different were your biggest fear. Being discovered, being
hurt, being shunned... You might as well have carried around a sign asking for their attention.
As a meek child, you hid behind doors and desks, ate lunch alone, and rarely spoke up.

But when you became a teen, you decided enough was enough. You taught yourself to hide it.
You learned the art of makeup, of fashion, of design. You became a master of disguise, in a
way; not a single soul would be able to tell who you truly were. Not unless you let them in
willingly.

In time, you fall in love with another Sim: your high-school sweetheart. Everything was perfect
- finally, you felt like you'd found someone who loved you for you. After graduation, the two of
you get engaged, plan out a big wedding, the works. You're over the moon with happiness.

The night before your big day, you tell them the truth. You finally let them see who you really
are - the you on the outside that matches the you on the inside. They are silent the rest of the
night. It worries you a little, but not too much. You know it's a lot for anyone to take in.

The next day, you get ready for the ceremony with your family. It's tradition not to see your
spouse-to-be until you're both going down the aisle, so you don't think anything of it when you
don't see them all morning. And when it's time for the ceremony, you take your place with joy.
And you wait. And you wait. And you wait. And they never show up.
You realize, in front of an audience, that you've been left at the altar.

It's a sign, maybe. That's how you rationalize it, at least. You move away the next day, finding
yourself a secluded little cottage in which you can live a solitary, humble life as a painter.
You'll never hide who you are again - so you can at least live somewhere people won't care.
And you can repurpose your skills with makeup into painting. It all works out.

It's not long before you learn there is new life waiting for you just ahead - quite literally.

STARTING INFO

Aspirations:
● Painter Extraordinaire [Base Game]

Traits:
● Creative [Base Game]
● Any Trait
● Inherited Traits
○ Perfectionist (Out of this World) [Base Game]
○ High Maintenance (Feet on the Ground) [Spa Day]

Bonus Traits / Lifestyles:


● Observant (Out of this World) [Base Game]
● Marketable (Feet on the Ground) [Base Game]

Focused Skills:
● Painting [Base Game]
● Photography [Base Game]
EVENTS / GOALS

Events

Meant to Be
Upon aging into a young adult, move the G22H (ALiA) into an apartment or small home
in your home neighborhood. You may not use freerealestate. Move in your partner from
high school; if they are not already a young adult, age them up to a young adult as well.
Try not to control your partner Sim unless you have to. Make sure that the G22H (ALiA)
is never in their alien state around their partner.

... Or Maybe Not


Plan a big wedding at a fancy venue, and invite all your friends and family. The night
before the event, Try for Baby with your partner. Afterward, have the G22H (ALiA) tell
a secret or story interaction with your partner. Control the partner Sim and have them
pick a fight with the G22H (ALiA). Really lean into it, but don't let them break up yet.
The next day, when it comes time for the wedding ceremony, use the partner Sim to
call off the wedding in the middle of the event (for base game). If using My Wedding
Stories, simply do not have a wedding event. Immediately break up the couple and
move the partner out of the household. Have them take half your money when they
leave.

A New Life
You should have done a Try for Baby interaction with your partner before the wedding.
Do not test for pregnancy at all; wait until you move into your new home and see if
your Sim experiences any symptoms of pregnancy. If not, you may choose to try again
manually (despite the bad breakup), use cheats to make the G22H (ALiA) pregnant,
have a science baby, or you can go with the adoption route noted next. If your Sim
cannot get pregnant, check their ex-partner for pregnancy; if they're not pregnant, have
the G22H (ALiA) adopt a baby three days after moving in, as if one was dropped off at
their doorstep by their ex-partner.

A Life in Acrylics
Paint a masterpiece self-portrait. This one will be a little tricky, since the game does not
let you paint self-portraits outright. You'll need to have another Sim take a photograph
of the G22H (ALiA), or you will need to have the G22H (ALiA) take a selfie. Place that
photograph near your easel. On the easel, select to paint from reference, then take a
photo of the photograph. Or set up a mirror next to the easel and use paint from
reference to start a self-portrait. This is the best workaround at the moment, but if I find
a good self-portrait mod, I'll make a note of it here / in the recommended mods. Repeat
painting until you get a masterpiece, then hang it up in your home.

Goals / Tasks

● Have at least three outfits for every category.


● Date another Sim during high school.
● (EVENT) Upon aging into a young adult, move into an apartment or small home in your
home neighborhood with your high school sweetheart.
● Join the Style Influencer career and give makeovers to other Sims.
● Get engaged to your high school sweetheart.
● (EVENT) Tell your partner the truth about your identity.
● Get left at the altar during your wedding event.
● (MODDED) Use Lumpinou’s Relationship & Pregnancy Overhaul to have the partner
not want a child and break up with G22H (ALiA).
● Quit your job and move to a new neighborhood of your choice.
● (EVENT) Learn about your unexpected new arrival.
● Care for your child as a single parent.
● You may have a new relationship whenever you are ready, but don't get married
or allow anyone to move in until your first child is at least a teen or older.
● You may have additional children, if you wish.
● Paint at least two paintings a week, and keep one of the two in the family inventory.
● You can choose any size or type of painting. Choose your favorite to keep in the
family inventory instead of selling it. Do this every week, so you have a
collection of paintings in your family inventory.
● Paint one painting for each emotion - there are six types.
● Sad
● Angry
● Confident
● Playful
● Flirty
● Focused
● Choose to rejoin the Style Influencer career, or just keep painting solo.
● (EVENT) Paint a masterpiece self-portrait.
● Master the Painting and Photography skills.
● Paint a portrait of each of your grandchildren.

SUCCESSION

Heir Selection
Heir should be the unplanned child. In the case of a multiple birth, the G23H (EtF) should be
the first-born child.

Succession
Succession occurs when the G23H (EtF) ages into a young adult, but you will be working
toward their aspirations in childhood onward - look ahead, so you can work on them.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Metamorphosis
● Your heir inherited mostly-alien genes.
● Found a new relationship or got married.
● Went back to work instead of only painting.
● Painted mostly large paintings.
● Painted all six emotional painting types.
● Painted 10+ masterpieces, not including your portraits.
● Saved 10+ paintings in your family inventory.

Metathesiophobia
● Your heir inherited mostly-human genes.
● Never got married or had a new relationship.
● Stayed home to paint instead of getting a career.
● Painted mostly small or medium paintings.
● Painted five or fewer emotional painting types.
● Painted 9 or fewer masterpieces, not including your portraits.
● Saved 9 or fewer paintings in your family inventory.
Metamorphosis
It's an understatement to say that fear is difficult to overcome. It led your life, in many respects;
you were afraid to let yourself reach full bloom, instead choosing to remain in the shade. But
through adversity and facing the unexpected, you came to realize that change... is not so bad.
Allowing your petals to take on new hues is a relief; the heavy fear you carried slowly lifted,
and the gentle rays of sunlight welcomed you into their warmth. You learned to open up, to be
true to yourself, and to share your colors with the world around you.

The Generation 23 Heir will begin their story with the Creative trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Morning Sim reward
trait and the People Person lifestyle, which should be manually applied.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,000 total after the household split.

Metathesiophobia
It's an understatement to say that it is easier to flee than fight. But when faced with your own
fears - when face to face with rejection of your entire being - it's no wonder that isolation was
the more comfortable choice. You folded your wings around yourself; you held your own soul
close, cautious and careful, reluctant to fly again. And you found some modicum of relief in
never fully leaving the nest; instead, you made it all your own. For there, you could be yourself,
fear and freedom coexisting in tandem.

The Generation 23 Heir will begin their story with the Maker trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Night Owl reward trait
and the Close-Knit lifestyle, which should be manually applied.

The heir may take a maximum of $10,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $7,000 total after the household split.
GEN 23: Expanding the Family
Learning to turn your house into a home, and filling it with love.

PREMISE

Though you were never without love, you could tell - you could feel - that there was
something missing in your family. Your parent held with them a sort of solemn sadness for
many years; but despite that, or perhaps in defiance of it, you were raised with as much love as
they could possibly give you.

And you knew, right away, that you wanted to share that with the family you might have
someday. The family you hoped would be able to fill those somehow missing spaces you felt.
That through sharing your moments, big and small, good or bad, you would find a way to feel
whole.

And so, you did.

You followed in the creative footsteps of your parent - though instead of painting, you turned
to crafting and cooking. You knitted clothing, made candles, baked cupcakes; you sold your
goods to neighbors, even finding love with one of your returning customers. (Was it the
sweets you made for them, or had they always been this sweet to you?)

You started a family. A big one. You raised several children, and your home never felt empty -
not when the laughter and cries of children filled the halls.

And you invited your parent over to share in that joy with you, every time you welcomed
another bundle of joy into the world. And then, you could see the joy return to their gaze the
moment their eyes met those of their grandchildren. They took on a special shine with your
youngest; and somehow, you could tell that they saw themself within, even if just a little.

As a family, you are strong. You laugh together. You cry together. You fight and make up
together. You learn together. You share loss together. You embrace change together.

You grow - together.


STARTING INFO

Aspirations:
● Any Multi-Skill Aspiration (Child) [Growing Together]
● Goal Oriented OR Admired Icon (Teen) [High School Years]
● Successful Lineage (Young Adult) [Base Game]

Traits:
● Family-Oriented [Base Game]
● Any Trait
● Inherited Traits
○ Creative (Metamorphosis) [Base Game]
○ Maker (Metathesiophobia) [Eco Lifestyle]

Bonus Traits / Lifestyles:


● Morning Sim (Metamorphosis) [Base Game]
● People Person (Metamorphosis) [Snowy Escape]
● Night Owl (Metathesiophobia) [Base Game]
● Close-Knit (Metathesiophobia) [Snowy Escape]

Focused Skills:
● Parenting [Parenthood]
● Baking [Get to Work]
● Knitting [Nifty Knitting]
● Fabrication [Eco Lifestyle]
● Cross-Stitch [Cottage Living]

EVENTS / GOALS

Events
Made With Love
Take up a craft - or two, or three - of your choice, and really embrace it. Make lots of
crafted goods, and sell them to make your living. You can sell goods on Plopsy, take
freelancing jobs, or sell at the San Myshuno flea market or at community marketplaces.
Get to know some of your customers, and regularly gift things to your neighbors - your
goods are made with love and are meant to be shared with those around you!

Leaving the Nest


After your wedding, move out of your family home and into a new home with your new
spouse. You can choose to live in the same world, or choose a new one. Make sure that
your new home also has a guest room, so that you can invite your parent to stay over.

Bundles of Joy
Every time you welcome a child into the world, invite your parent to stay over at your
house for at least two nights to help with the baby and get to know them. It’s a joy to
share your new bundle of joy with the family you hold so dear.

Family Matters
Starting as soon as your first child is born, have a family outing or host a family game
night once a week. Make it a regular thing - go to a movie theater, visit a park together,
have dinner out somewhere, play a family game. The activity doesn’t matter, but
spending time with your family does. Consider putting your family members into a club
to make it easy to have an outing and get them to do the same activities - plus, you can
add your parent to the club to invite them along, too!

Goals / Tasks

● After succession, stay in your family home until you get married.
● Never take a full-time job; at most, you may be a part-time nanny / babysitter.
● Your future spouse can have a full-time career, if you want.
● (EVENT) Embrace your crafty side, and sell your goods for income.
● You can choose which crafts you want to do - knitting, baking, cooking, candle-
making, woodworking, cross-stitch, whatever - as long as it is not painting.
● Sell your goods on Plopsy, at flea markets, at community markets, a market
stall, etc.
● Fall in love with a neighbor / customer and start a family together.
● This Sim can be anyone that lives in your neighborhood, or anyone that buys
something from you at the flea market, a community market, a market stall, or
online.
● Have a big, happy wedding with your new spouse.
● Plus all the wedding events, too!
● (EVENT) Move out of your family home and into your own home with your new spouse.
● Have at least four children.
● Each one should take a different multi-skill aspiration as a Child, and a different
Teen aspiration - there are four of each, so you can split them up.
● For every pregnancy, throw a baby shower - go all out.
● Make sure you always invite your parent!
● (EVENT) After every birth, invite your parent to stay over for at least two nights.
● Give every child their own room in your home.
● Have at least one pet at all times - name them after a famous painter.
● Obtain a total of six traits through self-discovery.
● Change one or more traits through self-discovery.
● Host a slumber party for your children.
● Always host birthday parties when each of your kids age up.
● Go on a family vacation at least once.
● (EVENT) Have a family game night or outing once per week.
● (MODDED) Use simchipped’s Club Activities Collection for more club options.
● Decorate your home for every season.
● Celebrate at least one seasonal holiday every season.
● Take lots of family photos and hang them up on the walls of your home.
● Decorate your home with homemade items and knick-knacks from your experiences.

SUCCESSION

Heir Selection
Heir should be the child with the highest relationship to the G22H (ALiA) when the G22H
(ALiA) passes away, regardless of the G24H (CC)’s age at the time of passing.

Succession
Succession occurs when the G24H (CC) ages into a young adult.
Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Always Wanting
● Family dynamics with your children were mostly negative.
● Distant, Difficult, Strict
● Mastered one or no focused skills.
● Achieved gold on two or fewer baby showers.
● Had 0 - 9 family photos on your walls.
● Did not obtain 6 total traits.
● Never changed traits through self-discovery.
● G22H (ALiA) passed before you had 4 children.

And Then Some


● Family dynamics with your children were mostly positive.
● Close, Supportive, Jokesters
● Mastered two or more focused skills.
● Achieved gold on three or more baby showers.
● Had 10+ family photos on your walls.
● Obtained 6 total traits.
● Changed 1+ traits through self-discovery.
● G22H (ALiA) passed after you had 4 children.

Always Wanting
You filled your life to the brim. You checked every box you could, you left no stone unturned -
everything you thought you needed to create your perfect family, your perfect life. And in some
sense, it was perfect; you got everything you wanted, you created with passion, you brought
life into the world. And yet, it was never quite enough. Despite the ferocity with which you met
every obstacle, you never felt… fulfilled. But hopefully it was enough for your children -
enough for them to feel more than you felt, to be able to believe in themselves and express
themselves fully, no matter where life might lead them from here.
The Generation 24 Heir will begin their story with the Self-Absorbed trait, which should be
chosen upon aging into a young adult. They should also begin their story with the
Expressionistic reward trait, which should be manually applied.

The heir may take a maximum of $3,000 when splitting the household. If the current household
funds do not meet this amount, leave the money alone and use money cheats to give the heir
$2,000 total after the household split.

And Then Some


With precision and patience, you savored every moment you spent with your family - your
parent, your spouse, your children. And when it came down to it, when you looked back on
your life well-lived… Well, nothing had been missing from the start, had it? All along, you had
exactly what you’d been looking for - a proper home, a proper family. And though your search
may have been misguided, the love and kindness and compassion with which you filled every
corner of your home brought a warmth that would hopefully be felt for generations to come.

The Generation 24 Heir will begin their story with the Proper trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Kindness
Ambassador reward trait, which should be manually applied.

The heir may take a maximum of $3,000 when splitting the household. If the current household
funds do not meet this amount, leave the money alone and use money cheats to give the heir
$2,000 total after the household split.

GEN 24: Curated Collections


Seasons change, and people grow.

PREMISE
Sometimes, we look back on our past and feel a sense of longing for what used to be. A letter,
a photograph, a book, a painting - even if not physically traveling through the past, they still
have a way of taking you back to tiny moments in time.

Your home was like a little snowglobe. Perfectly preserved, reliving some of the same
memories over and over again. A couple shakes here or there to stir things about, but then
back to the same gentle, familiar snowfall. And while nostalgia and remembrance were
comforting, you still needed space to grow. To bury your roots and extend your arms past the
glass, reaching for the soft summer sunlight.

When you became a young adult, you learned that your grandparent passed down their
portrait of you - a memento of your time back home. A reminder that you could always return,
if you wanted. That you didn't have to force yourself to change, if you weren't ready, after all.

But you knew you were ready. The world out there had so much for you to see and experience.
And so much for you to find and collect.

You become enamored with collecting things, everything you can possibly find. Frogs, bugs,
rocks, dolls, posters, crystals, postcards, snowglobes... Anything and everything. You fill your
home with these trinkets - little mementos, in a way. Like the paintings your grandparent
made, or the crafts made by your parent. You share your love of collecting with your own
family, just as your grandparent and parent shared their passions with you.

When your grandparent passes away, you inherit all of their finest works. Seeing them is
bittersweet. You feel a longing for what used to be... but at the same time, a joy for what once
was. For what brought you to where you are. A desire to share that same joy with the world.

And in a rush of inspiration, you know exactly how you'll do just that.

STARTING INFO

Aspirations:
● The Curator [Base Game]
Traits:
● Loner [Base Game]
● Materialistic [Base Game]
● Inherited Traits
○ Self-Absorbed (Always Wanting) [Get Famous]
○ Proper (And Then Some) [Snowy Escape]

Bonus Traits / Lifestyles:


● Expressionistic (Always Wanting) [Base Game]
● Kindness Ambassador (And Then Some) [Base Game]

Focused Skills:
● Painting [Base Game]
● Photography [Base Game]

EVENTS / GOALS

Events

Learning the Value


Everyone needs a little money to help them get started, right? Sell the portrait of
yourself that was painted by the G22H (ALiA). You can make a copy beforehand if you
want to keep one, but you must sell the original. Using cheats, add another $20,000 to
your household funds. That painting was worth a lot more than you anticipated, huh?

Seeing the World


With your family, travel to Selvadorada on a family vacation. Start one of the
Selvadorada collections while you are there. There are two types of collections -
Ancient Omiscan Artifacts and Omiscan Treasures. You must collect one piece from
either collection. If you can't get it on this trip, take another trip; keep trying until you
find one artifact to bring back home. Do not bring home more than one.

Telling the Story


To honor your grandparent - and the long legacy behind you - open a museum on a
separate lot. You have a couple of options here, depending on whether you enjoy the
business-owning gameplay. You may either purchase a business and create a gift shop
with a museum attached, or you may just build a museum lot type on a community lot.
If you decide to do the business-owning option, add $20,000 using cheats to help you
start your new business and build your museum. If you decide to just build on a
commercial lot, subtract $20,000 using cheats to pay for the supplies to build and 'hire'
people to run your museum for you. Either way, fill your museum with the G22H (ALiA)
paintings from the family inventory, your own collections, as well as any other trinkets,
mementos, or other similar items in the family inventory from previous generations.

Goals / Tasks

● (EVENT) Upon aging into a young adult, sell your grandparent's portrait of you.
● Use the funds to move to your own home in San Sequoia, Willow Creek, or
Windenburg - as long as it is not your same home neighborhood.
● Collect everything you possibly can - postcards, posters, snowglobes, you name it.
● Build space in your home for your collections. Fill them out as you collect.
● Get a job in the Painting career, Patron of the Arts branch.
● Fall in love with another artistic Sim and start a family.
● Name your child(ren) after famous artists.
● (EVENT) Go on a family vacation to Selvadorada.
● Help your child(ren) complete the Voidcritter collection.
● Complete the city poster collection.
● Complete the snowglobe collection.
● Complete the postcard collection.
● (EVENT) Upon your grandparent's passing, build a museum in honor of them and their
work.
● Host a family reunion event.
● Keep your job in the Painting career track, or quit your job to focus on collecting.

SUCCESSION

Heir Selection
Heir should be the child who collected the most Voidcritter cards. If there is a tie, the G25H
(ADH) should be the child with the highest relationship to the G24H (CC). If there is still a tie,
choose at random.
Succession
Succession occurs when the G25H (ADH) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Warmth of Spring
● Had a very positive (75% - 100%) relationship with the G23H (EtF) when they passed.
● Felt Inspired more times than any other emotion.
● Completed the poster collection before the snowglobes.
● Completed 5+ collections.
● Started a museum business instead of building on a lot.
● Quit the Painter career track.
Chill of Autumn
● Had a mostly positive (0% - 75%) relationship with the G23H (EtF) when they passed.
● Felt any other emotion more times than Inspired.
● Completed the snowglobe collection before the posters.
● Completed 0 - 4 collections.
● Built a museum on a lot instead of starting a business.
● Completed the Painter career track.

Warmth of Spring
Like the blessing of a warm spring after winter's deep freeze, you brought life to the things you
touched. Your collections - each tiny trinket and miniscule memento - were like little seeds in a
garden. In your museum, you planted them. You cultivated them. And you shared their blooms
with the world around you. Their light and life brought new joy to those who visited your
museum. By sharing those memories and the nostalgia they held, you inspired the visitors,
your family, yourself. By telling the stories of the past, you opened the pages for the future to
write the next chapter.

The Generation 25 Heir will begin their story with the Active trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Energetic and Frequent
Traveler lifestyles, which should be manually applied.
The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

Chill of Autumn
Like the relief of a cool breeze after summer's searing heat, you brought reprieve to those who
sought answers. The lessons learned by those who came before were memorialized - their
experiences preserved to teach those who would come for generations. And in a way, you
memorialized yourself within there, too. Each of your collections were a small glimpse into
what made your life special - what you held most dear. A study in love, in life, in learning to
find your own way - with the legacy of your family to support you in every step. By allowing
others to seek their own meaning in your memorials, you opened the doors to a new world.

The Generation 25 Heir will begin their story with the Clumsy trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Observant bonus
trait and Frequent Traveler lifestyle, which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

GEN 25: A Dangerous Hunt


Your search for the unknown knows no bounds.

PREMISE

As a child, you spent days upon days, nights upon nights, roaming the halls of the museum
your family owned. You became a mini historian, in a way. It was kind of a novelty for visitors -
come to the museum, and your docent for the day is a pre-teen with more collectable trivia
tucked into their noggin than a fourth-grade history book.
You could identify every single thing in those halls, on each shelf. You could explain their past,
their meaning, their legacy. They were like familiar friends, and you knew each of them well.

All but one.

Some trinket your parents brought home from an old family vacation sat upon one of the back
shelves, getting dustier by the second. That little thing was the only one without any others of
its kind in the museum. It was kind of sad, so you kept it company. And after days, weeks,
years of staring at it, you grew curiouser and curiouser, until you just couldn't take it anymore.

You trace its origins back to a ruin in Selvadorada - which makes sense, since that's where
you'd vacationed most often as a kid. As soon as you're old enough to move out of the house,
you get your own home in Oasis Springs - almost more of a hotel than a home, if you're being
honest - and immediately make preparations for your first excursion out to Selvadorada.

And then your second. And your third. Before you know it, you've been out there more times
than you can count. Selvadorada becomes a very special place for you - it's where you met
your partner, where you got married, even where you gave birth to your first child. So you
dedicate your life to learning all about its culture and history.

You explore the nation's ruins, delving deep into the temples and halls, searching their depths
for an answer.

To what? ... Well, even you aren't sure.


But the thrill of the unknown lures you back, time and time again.

STARTING INFO

Aspirations:
● Jungle Explorer [Jungle Adventure]

Traits:
● Adventurous [Snowy Escape]
● Any Trait
● Inherited Traits
○ Active (Warmth of Spring) [Base Game]
○ Clumsy (Chill of Autumn) [Base Game]

Bonus Traits / Lifestyles:


● Energetic (Warmth of Spring) [Snowy Escape]
● Frequent Traveler (Warmth of Spring; Chill of Autumn) [Snowy Escape]
● Observant (Chill of Autumn) [Base Game]

Focused Skills:
● Archeology [Jungle Adventure]
● Selvadoradian Culture [Jungle Adventure]

EVENTS / GOALS

Events

A Place to Crash
You're itching to get out and explore Selvadorada for yourself... But let's face it - you
have to have a place you can return to between trips. (The mail person's gotta deliver
your bills somewhere, right?) Move into a small lot in Oasis Springs and purchase or
build your own little trailer home. You can use the tiny home lot trait, if you want. You
may not use freerealestate to do this.

Vacation Souvenirs
Sometimes, you return home with a vacation souvenir you weren't quite expecting.
Imagine your surprise when you return with one you can't unpack from your bag and
set upon the shelf. If you or your partner can get pregnant, try for baby while on a trip
in Selvadorada. When you return home, check to see if you are pregnant. If neither you
nor your partner can get pregnant, have a science baby or adopt a child between one of
your trips. You may have additional children normally / adopt more after this one.

Simdiana Jones
There are five different temples in Selvadorada, which reset after you complete them -
so in essence, they can be completed an indefinite number of times. Clear each unique
temple at least one time each. Whether or not you want to return to clear them more
times after the first clear is wholly up to you.

Goals / Tasks

● (EVENT) Upon aging into a young adult, move into a trailer home in Oasis Springs.
● As soon as you can, start vacationing to Selvadorada as often as possible.
● Never spend more than three days in a row at home.
● Fall in love with a Selvadoradian local and get married in Selvadorada.
● Sell extra artifacts and collectables for money.
● You are not allowed to get a job, but your partner is allowed to join the
Education career track, Professor branch. They're a history teacher now!
● (EVENT) Get pregnant (or have your partner get pregnant) while in Selvadorada.
● Complete the Ancient Omiscan Artifacts collection.
● Complete the Omiscan Treasures collection.
● Add your collections to your parent's museum.
● (EVENT) Clear each of the five Selvadoradian temples at least once.
● Master the Selvadoradian Culture and Archeology skills.

SUCCESSION

Heir Selection
Heir should be the first child born (or conceived) in Selvadorada. If none are born / conceived in
Selvadorada, choose the oldest child.

Succession
Succession occurs when the G26H (DE) ages into a young adult, or when the G25H (ADH)
passes away - whichever comes first.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Eyes Wide Open


● Cleared 6+ temples total.
● Mastered the Selvadoradian Culture skill before Archeology.
● Completed the Omiscan Treasures collection before Ancient Omiscan Artifacts.
● Successfully cured poison by creating an antidote or trading for it.

One Eye Shut


● Cleared 0 - 5 temples total.
● Mastered the Archeology skill before Selvadoradian Culture.
● Completed the Ancient Omiscan Artifacts collection before Omiscan Treasures.
● Successfully cured poison by purchasing an antidote.

Eyes Closed
If you check off the below goal below, this is your ending,
no matter how many of the others you check off from the other endings.
● You died to a temple trap, puzzle, skeleton, poison, etc.

Eyes Wide Open


You met every opportunity with your eyes wide open. Nothing scared you - not when you
knew what waited for you around every corner. You relished your time exploring through the
ruins, in search for the unknown. In time, that unknown became known; it became as familiar to
you as your own home, your own family. You gave your soul to Selvadorada, and it is from
there you would discover your own legacy.

The Generation 26 Heir will begin their story with the Family-Oriented trait, which should be
chosen upon aging into a young adult. They should also begin their story with the Incredibly
Friendly reward trait, which should be manually applied.

The heir may take a maximum of $12,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $10,000 total after the household split.

One Eye Shut


You never stopped looking. Nothing could hold you back - not when you knew there was more
to learn, more to see, more to do. You gave your everything to your research, never knowing
what the next discovery might yield. You were unyielding; the dirt of the jungle caked your
fingers and palms, your toes and your knees. You gave your mind to Selvadorada, and it is from
there you would build your own legacy.
The Generation 26 Heir will begin their story with the Snob trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Beguiling reward trait,
which should be manually applied.

The heir may take a maximum of $15,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $12,000 total after the household split.

Eyes Closed
You never heeded the warnings. Nothing could convince you - not the locals, not the legends,
not your loved ones. You barreled into danger with little regard for your own life, and your
hubris became your undoing. You were foolhardy; centuries of Selvadoradian elders looked
upon you with judgment, decrying your reckless decisions. You gave your body to Selvadorada,
and it is there you would leave your own legacy.

The Generation 26 Heir will begin their story with the Evil trait, which should be chosen upon
aging into a young adult. They should also begin their story with the Independent reward trait,
which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

GEN 26: Darkness Eternal


We make the most of what life we are given.

PREMISE

The ruins of Selvadorada always left you feeling a little... uneasy.


Let's be clear - it wasn't fright. You weren't afraid of anything. But having grown up in
Selvadorada, and having learned all you had from your other parent... There were legends that
warned against Sims just waltzing into a ruin the way your jungle-exploring parent did. You
weren't exactly superstitious, but you also weren't about to take your chances.

It's a shame that your parent took those chances for you.

The night of your birthday after becoming a young adult, you realize that something isn't right.
You wake up in the middle of the night feeling insatiably thirsty, and no amount of water
seems to help. By the time morning rolls around, you're parched. It feels like you haven't had
anything to drink in years. Even after slamming down dozens of cups of water, you're still just
as painfully thirsty. And soon, an uncontrollable urge takes over your senses. You dart after the
first Sim you see, sinking freshly-developed fangs into their supple neck.

For a moment, you're horrified. But after the shock subsides, the adrenaline takes its place.

You know exactly what you've become: a vampire.


What you don't know is how you came to become one.

It takes some digging through history books and retracing the steps of your parent. After
returning to Selvadorada - clad in layers and the best sun hat you can find - you learn more
about the local legends. You connect the dots, realizing that your parent must have triggered
some sort of curse within the ruins, in turn affecting a single member of their bloodline: you.

But it's not all bad. You relish your newfound strength, your speed, your stamina. You get used
to the thirst. Perhaps the curse wasn't all that bad, when you looked at it in the right light. It
created power where none had existed before. And now, you could create a legacy of your
own - something new, something grand.

STARTING INFO

Aspirations:
● Any Aspiration (only as a teenager)
● Master Vampire [Vampires]
● Vampire Family [Vampires]

Traits:
● Art Lover [Base Game]
● Jealous [Base Game]
● Inherited Traits
○ Family-Oriented (Eyes Wide Open) [Base Game]
○ Snob (One Eye Shut) [Base Game]
○ Evil (Eyes Closed) [Base Game]

Bonus Traits / Lifestyles:


● Incredibly Friendly (Eyes Wide Open) [Outdoor Retreat]
● Beguiling (One Eye Shut) [Base Game]
● Independent (Eyes Closed) [Base Game]

Focused Skills:
● Selvadoradian Culture [Jungle Adventure]
● Vampire Lore [Vampires]

EVENTS / GOALS

Events

A Cursed Rebirth
The night you age into a young adult, activate the following cheats in order:
● testingcheats on
● stats.set_stat commodity_BecomingVampire 2160
● testingcheats off
You are undergoing a painful, life-altering transformation, thanks to the foolhardy
actions of your predecessor. You have no vampire master, since you were turned as a
result of an ancient Selvadoradian curse. Better get used to the graveyard shift. Do not
drink any plasma packs or feed on Sims until you reach uncontrollable thirst and
autonomously drink uncontrollably from a nearby Sim. After that, you can enjoy the
vampire life normally!
No Trespassing
Choose a home or lot in Forgotten Hollow that you want to move into. If it is unclaimed,
you may move in immediately, using freerealestate. If it is owned by a vampire, you
must fight them for the right to own the property. If it is owned by a human, you must
first convert them into a vampire, then fight them. If you win, you may evict the current
owner and move in the G26H (DE) using freerealestate. If you fail, you may still evict
the current owner, but may not use freerealestate when moving in and must pay an
additional $5,000 as bribe money to the previous owner to get them to move out. Once
you own the property, you must use your own funds to decorate and build any further.

A Long Lineage
In addition to all the work you do to convert other Sims into vampires, you also need to
bring 7 new vampires into your family. Either you or your partner should give birth to 7
offspring, or you may have science babies / adopt and then convert your children.
(Though I am unsure if the latter will work for the Vampire Family aspiration.) How
quickly or how slowly you do this is up to you - if you want to spend a long time on this
generation, you may space out all the births. If you want it to be done with ASAP, try to
get the dark ley lines lot trait and churn them vampire babies on out. Regardless of
how long you decide to take, check the succession for rules on which of your offspring
will become your heir.

Goals / Tasks

● Start with whatever aspiration you'd like - you won't have it long.
● (EVENT) The night you age into a young adult, start the vampire process.
● Once you've officially become a vampire, change your aspiration to Master Vampire.
● Take a three-day vacation to Selvadorada to research your curse.
● (EVENT) Upon your return home, stake your claim on a home in Forgotten Hollow.
● Fall in love with another vampire and start a family.
● Win fights / duels against 7 different vampires.
● Convert 7 Sims into full-grown vampires.
● (EVENT) Give birth to at least 7 vampire offspring.
● Name your children after vampires from popular media, books, movies, etc.
● Your children may live at home, or you can send them out to have their own
households once they are young adults - all but the seventh child born, since
they will be the G27H (TCaS).
● (EVENT) Obtain every vampire power, all ranks.
● Keep track of which top-level power you obtain first.
● Host family reunions with your offspring and Sims you’ve turned into vampires.
● Master the Selvadoradian Culture and Vampire Lore skills.
● Complete the Master Vampire and Vampire Family aspirations.

SUCCESSION

Heir Selection
Heir should be the seventh vampire child born to the G26H (DE).

Succession
Succession occurs when the G27H (TCaS) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Dark Grandeur
● Had to fight to obtain property in Forgotten Hollow.
● The property you obtained was not your ancestor’s old family home.
● Completed the Master Vampire aspiration before Vampire Family.
● Mastered Vampire Lore before Selvadoradian Culture.
● Converted 8+ Sims into vampires.
● Obtained the Influence Emotion or Mist Form powers before the Beyond the Herd or
Immortal Pleasures powers.
● Had a negative relationship with your seventh child.

Everlasting Legacy
● Moved into unclaimed property in Forgotten Hollow.
● The property you obtained was the family home of the G12H (SiB) / G14H (TOS).
● Completed the Vampire Family aspiration before Master Vampire.
● Mastered Selvadoradian Culture before Vampire Lore.
● Had 8+ vampire children.
● Obtained the Beyond the Herd or Immortal Pleasures powers before the Influence
Emotion or Mist Form powers.
● Had a positive relationship with your seventh child.

Dark Grandeur
You'd never once doubted that your family's curse was a blessing in disguise. Though you'd
initially resented your parent for their recklessness, you now find yourself thanking their
ghosts for the mistakes that led to your rebirth. Over the years, your influence has only grown;
you've taken your rightful place as ruler of the largest coven in the area, having given birth to a
family of vampires. Between those you've turned and those you've brought into the world,
your name is whispered in hushed, reverent tones - for you are the most powerful of them all,
commanding respect from any human or vampire to cross your path. And so it shall be, for
generations to come.

The Generation 27 Heir will begin their story with the Gloomy trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Mediator character
value, which should be manually applied.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

Everlasting Legacy
For some time, you've had doubts about the curse placed upon you - whether it was right or
wrong to use it in the way you have. To build an empire at the expense of your humanity. But
looking upon the lives you've changed and created over the years - the children and converts
alike - you are justified in your actions. Let none live or dead judge you for making the most of
the judgment laid upon your bloodline by ancient elders. Though you had unwittingly received
the punishment for your predecessor's wrongs, you would make right by empowering your
successors for generations to come.

The Generation 27 Heir will begin their story with the Ambitious trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Workaholic lifestyle,
which should be manually applied.
The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $22,000 total after the household split.

GEN 27: To Cure a Soul


The best healing comes from the heart.

PREMISE

Vampires in fiction and movies always seem to come from centuries-old lines - old souls
trapped in a body that refuses to age, forcing them to embrace modern-day changes.

Your family hasn't been around that long, all things considered - though your parents and
siblings had already lived multiple generations worth of lives by the time you were old enough
to be considered an adult. Your parent took pride in converting Sims into vampires; they took a
breadth over depth approach. Between those they converted and those they gave birth to,
there had to be dozens of vampires living across the nation, basking in their immortal glow.
And your parent was their ruler. By all accounts, that made you royalty of some kind, didn't it?

And yet, you longed for the humanity you'd been denied by your birth - thanks to the curse
brought upon by your grandparent and the machinations of the reigning vampire leader.

You vow to retain whatever shred of humanity might still flow through your veins. You try your
best to avoid drinking from Sims. You go out during the daylight. You enroll in university and
get a job to pay the bills on your own. You sleep in a normal bed, you eat normal food, you
drink your bloody marys with tomato instead of actual blood - even as your body rejects it.

And you fall in love with a mortal. You hadn't exactly planned that part, but it reaffirms your
humanity - that you're making the choices you're meant to make. The thought of outliving them
drowns you in fear. You know it to be inevitable, but you ache, regardless.
When the two of you bring new life into the world, you are so surprised by the tiny human
cradled into your arms - the first human child born into your family for decades - you are
immediately brought to tears.

Right then and there, you make a new vow to yourself. You will fully regain your humanity.
You will shed the shackles of your family's curse, no matter the odds. You will offer to cure
your family members - if they're willing to take back their humanity, as well.

You'll heal them - you'll heal yourself. You'll become a human.

STARTING INFO

Aspirations:
● Good Vampire [Vampires]

Traits:
● Bookworm [Base Game]
● Any Trait
● Inherited Traits
○ Gloomy (Dark Grandeur) [Base Game]
○ Ambitious (Everlasting Legacy) [Base Game]

Bonus Traits / Lifestyles:


● Mediator (Dark Grandeur) [Parenthood]
● Workaholic (Everlasting Legacy) [Snowy Escape]

Focused Skills:
● Vampire Lore [Vampires]

EVENTS / GOALS
Events

A Glimmer of Hope
Have a child with your partner; there is a chance you / your partner will give birth to a
human. If your first child is not human, keep trying until you / your partner gives birth to
a human baby. If both you and your partner are unable to get pregnant, have a science
baby or adopt a child. If you choose to adopt, flip a coin / generate a random number. If
heads / odd, the child is human. If tails / even, the child is vampire. Use cheats to apply
vampirism to any adopted children. If your partner ages into an elder or passes away
before a human baby is born into your family, you may remarry and try it all again. Ah,
the tragedies of immortal-and-mortal love.

Live and Let Die


It's only right that you try to cure your parent, too - though you can't be sure whether
they'll agree willingly, or will fight you tooth and nail to retain their inhumanity. While
you are still a vampire, challenge your parent to a sparring match (if positive
relationship) or a fight (if negative relationship). You have three attempts to win. If you
win on any of those three attempts, you succeed and can throw the cure in the face of
your parent to cure them. (You can also give them the drink and switch families to
control them, so that they drink it normally. Your choice.) You may also do this with any
or all of your relatives, if you wish. If you fail, you may try again in a week, or you may
give up your attempts.

Goals / Tasks

● Study hard and get into Foxbury University to get a Biology degree.
● Fall in love with a human Sim and get married.
● Graduate from Foxbury with as high of a GPA as you can.
● When you leave school, you may move into the neighborhood of your choice,
but may not use freerealestate to do so.
● Join the Doctor career track.
● (EVENT) Give birth (or have your partner give birth) to a human child.
● Cultivate a garden with plasma fruit, wolfsbane, and garlic.
● Learn how to cure vampirism.
● (EVENT) Cure the G26H (DE) of vampirism.
● Cure yourself of vampirism.
● Master the Vampire Lore skill.
● Complete the Doctor career track.
● Complete the Good Vampire aspiration.
● Retire in Sulani, where you can finally soak up the sun.

SUCCESSION

Heir Selection
Heir should be the first human child born into the family. If no human children are born but you
want to stop having children, you may adopt or use cheats to turn one of your children (chosen
at random) into a human. You will want to do some of their goals as a teenager, so look ahead.

Succession
Succession occurs when the G28H (LL) ages into a young adult; however, the G27H (TCaS)
must be cured of vampirism. If not, succession may not occur until the G27H (TCaS) is cured. If
the G28H (LL) ages into the adult bracket during this time, they can still become the heir once
the G27H (TCaS) is cured, but you may not age them back down to a young adult. If the
anticipated G28H (LL) dies or ages into an elder before you can cure the G27H (TCaS) of
vampirism, you may try for a new heir, following the same heir selection rules above, but with
the next human child. If another human (aged young adult or younger) already exists in the
family, they may become the heir automatically.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Tales of Loss
● Graduated with a GPA of 3.8 or lower.
● Your partner aged into an elder or died before a human baby was born into the family.
● Your partner aged into an elder or died before you could cure your vampirism.
● The first G28H (LL) aged into an elder or died before you could cure your vampirism.
● Had a negative relationship with the G26H (DE) when you cured them, or you were
unsuccessful in curing them.
● Did not complete the Doctor career.
● Did not complete the Good Vampire aspiration.
Tales of Light
● Graduated with a GPA of 3.9 or higher.
● A human baby was born into the family while your first partner was alive.
● You cured your vampirism before your partner aged into an elder or died.
● You cured your vampirism before a G28H (HoH) aged into an adult or died.
● Had a positive relationship with the G26H (DE) when you cured them.
● Completed the Doctor career.
● Completed the Good Vampire aspiration.

Tales of Loss
To struggle against the circumstances of one's birth is no small feat. You committed yourself to
your mission, willing to live several lifetimes of love and loss if it meant finally seeing your
goals through to fruition. And while you succeeded - you did finally manage to cure yourself of
the family curse, after all - it still came at the cost of more than just your own hard work and
dedication. Could you live with the guilt that the curse left in its wake? The knowledge that
you would die long before the rest of your family? That you had already outlived so many
others you had known and come to care for, before getting a renewed lease on your own life?
Humanity comes with a heavy burden.

The Generation 28 Heir will begin their story with the Paranoid trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Long Lived reward
trait, which should be added upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $20,000 total after the household split.

Tales of Light
Not once did you think it would be easy. Not the task itself, nor living with the consequences
thereof. And yet, you persisted. Is that what it means to be human? To persist, despite
everything, until you see your dreams become reality? If so, perhaps you were more human
than you'd realized; you retained the will to persevere against all odds, that same drive
coursing through your body even after the vampiric venom fled your veins. The weight of your
family's curse was - without a doubt - a heavy burden to bear. But in shedding your shackles,
you granted yourself permission to step out of the shadows and into the light. Humanity was
within you all along.
The Generation 28 Heir will begin their story with the Ambitious trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Independent reward
trait, which should be added upon aging into a young adult.

The heir may take a maximum of $40,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $27,000 total after the household split.

GEN 28: Hero of Humanity


Saving all of humanity doesn't sound so hard. Right?

PREMISE

The weight of your humanity is... heavy. It rests upon your shoulders, reminding you of the
lengths your parent went through just to give you a chance to live. Not just exist, as your
grandparents and others before you - but to breathe, feel warmth, and appreciate the light of
life itself.

Like your parent before you, you decide to dedicate your life to helping others - to help them
embrace the gift of life, like you have. To preserve the humanity around them, through
whatever means possible. But you're torn between mind and body, each worthy of study and
dedication. After much consideration, you narrow it down to science or military. And in time,
your choice becomes clear.

Dozens of applications and interviews later, you manage to land a job in the field of your
choice. It's... your dream job, honestly. Your hard work is rewarded with a promotion and praise
from your superiors.

You're on the way to everything you ever wanted - to protecting humanity in your own special
way.
You can practically see your future shining ahead of you when the lights go dim.

You receive the news early in the morning, on a Tuesday, before your shift even begins.

As the rookie in your new role, you've apparently drawn the short end of the stick within your
organization. You're being transferred out of town for a new assignment.

Far, far out of town. To a place called StrangerVille.


Surely it can't be as bad as the name makes it sound.

But - it's for your dream, right? It's for humanity. You can do this. You can do anything.

You pack your bags and go, as instructed. You arrive at your new home, unpack, and breathe in
the hot, arid desert air around you. It stings a little, and you realize you're practically dying of
thirst. So off to the nearest bar you go, seeking life and liquor. You settle into a simple routine
of work and rest, getting to know your new work, new home, and new neighbors. But what
you find yourself settling into, over the next several days... is something unsettling.

Something strange. Something off. Your new neighbors are nice - most of them, at least. But
some of them are outright weird. Fine one moment, and speaking in gibberish the next. It takes
a few days for the feeling in your stomach to take hold, but once it does, you can't shake it.
There's more to StrangerVille than meets the eyes. These people need help, even if they try to
hide the traces of what's happening.

There's a reason you were brought here. They don't just need help - they need you.
You're going to find out what's going on, whatever the cost. And you're going to save
humanity.

STARTING INFO

Aspirations:
● StrangerVille Mystery [StrangerVille]

Traits:
● Genius [Base Game]
● Any Trait
● Inherited Traits
○ Paranoid (Tales of Loss) [StrangerVille]
○ Ambitious (Tales of Light) [Base Game]

Bonus Traits / Lifestyles:


● Long-Lived (Tales of Loss) [Base Game]
● Independent (Tales of Light) [Base Game]

Focused Skills:
● Programming [Base Game]
● Fitness [Base Game]

EVENTS / GOALS

Events

Ň€Ŵ ΔŞŞƗǤŇΜ€ŇŦ
You landed your dream job. You got a promotion! And suddenly, you're being
transferred - to StrangerVille, of all places. But it's for work, so it's not like you can say
no, right? Move out of your current home and into a new lot in StrangerVille. You may
add $5,000 to your household funds via cheats - this is your job subsidizing your move.
After getting settled into your new home, spend an evening at the local bar to meet
some of your new neighbors! Nothing like getting to know the folks around town over a
pint of... Huh. These people are mighty weird, aren't they? Not all of them, mind you,
but some of them... Well, some of them just ain't right.

Teamwork Makes the Dream Work


Three days after moving it, the uneasy feeling you've had in your chest settles into your
stomach. There really is something weird going on here. You can't quite place it, but
you know it's probably more than you should handle on your own. Even the most
skilled of heroes needs a sidekick, after all. Contact one of your new acquaintances
from StrangerVille and form an investigation club with them. From here on out, the two
of you are partners - not in crime, but in solving... Well, whatever all this might be.
● If you have Get Together, create a club for you and your investigation partner.
You'll eventually invite more friends to it, too. If you have Growing Together,
you could also give them a friendship bracelet as proof of your teamwork. Aw!

ŦØ ΜØŦĦ€Ř Ŵ€ Ř€ŦỮŘŇ
There's something weird about the clouds of gas in the lab. And this bizarre fruit... You
don't even want to know what it contains. You're certain that it has something to do
with the way people around town are acting. So the question is... Do you blend into the
crowd to aid your investigation, or do you try to avoid it at all costs?

Goals / Tasks

● Upon succession, join either the Scientist or Military (Covert Operator) career track.
● You may choose to go to University as a young adult first, if you wish. If so, do
not move to StrangerVille until after you've graduated and gotten your job and a
promotion.
● (EVENT) After your first promotion, move to StrangerVille and meet your Ň€Ŵ
Ň€ƗǤĦβØŘŞ!
● Visit two more community lots around StrangerVille over the next two days, getting to
know people around town.
● (EVENT) Recruit a Sim from StrangerVille to be your investigation partner.
● Form a club using Get Together to act as your investigation club.
● Hang out with your investigation partner at least every other day, if not more.
● Hack computers to gather evidence.
● Plant bugs on Sims to gather evidence.
● Meet and talk with as many StrangerVille residents as you can.
● (EVENT) Avoid getting possessed - or, alternatively, allow it to happen to aid your
investigation.
● If you do get possessed, keep track of the number of times your Sim gets the
'Possessed' moodlet, including while they are asleep.
● Purchase a key card or convince a Scientist or Military Sim to give you one.
● Ask at least two others to join your investigation team.
● Add them to the club you formed with your investigation partner!
● Complete the StrangerVille Mystery (both the aspiration and plotline).
● Decide whether to revive the Mother Plant and befriend her, or leave her alone.
SUCCESSION

Heir Selection
Heir should be the first-born child.

Succession
Succession occurs when the G29H (LL) ages into a young adult, as long as the StrangerVille
mystery has been solved or the G28H (HoH) has passed away in the middle of solving it. If the
G28H (HoH) passes away before an heir has been born, their investigation partner may have a
science baby using the DNA of one of G28H (HoH)'s relatives to continue the legacy.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Mind Over Matter


● You joined the Scientist career.
● You befriended more scientists than military personnel in StrangerVille.
● You never became possessed while solving the StrangerVille Mystery.
● You purchased the Lab Key Card from the Curio Shop.
● You flirted or paid to get the Infection Scanner.
● You fully vaccinated 6+ Sims.
● You started a family with someone outside your investigation team.
● You started a family before solving the StrangerVille Mystery.
● You solved the StrangerVille Mystery after you aged into an adult.

Brawn Over Brains


● You joined the Military career.
● You befriended more military personnel than scientists in StrangerVille.
● You became possessed at least once while solving the StrangerVille Mystery..
● You convinced someone to give you a Lab Key Card.
● You fought or showed off your fitness abilities to get the Infection Scanner.
● You fully vaccinated 5 or fewer Sims.
● You started a family with someone from your investigation team.
● You started a family after solving the StrangerVille Mystery.
● You solved the StrangerVille Mystery before you aged into an adult.

ΜØŦĦ€Ř ØV€Ř ΔŁŁ


If you check off two or more of the below goals, this is your ending,
no matter how many of the others you check off from the other endings.
● You became possessed 10+ times total.
● You died during the fight against the Mother Plant.
● You revived the Mother Plant after solving the StrangerVille Mystery.
● You befriended the Mother Plant at any time before or after solving the StrangerVille
Mystery.

Mind Over Matter


Anything you put your mind to, you could do. You knew this going in, and you confirmed it on
the way out. No 'mystery' could remain such for long, not under your watchful eye and curious
mind. And so, you saved a town - opened their eyes to the danger lurking beneath the soil,
breathing new life into those whose minds had been warped by the plant. You are branded a
hero. And yet, it's never quite enough to be called such; you have to be it, live it. You're always
on the lookout, always searching for what dangers might lie ahead. You make it a point to
know all you can about those around you. It saved you once, and it could save someone again.
It's worth it, in the end.

The Generation 29 Heir will begin their story with the Nosy trait, which should be chosen upon
aging into a young adult. They should also begin their story with the People Person lifestyle
and Observant reward trait, which should be added upon aging into a young adult.

The heir may take a maximum of $40,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $32,000 total after the household split.

Brawn Over Brains


The strength you show is beyond compare. You shelter those around you in your arms,
providing safety and sanctuary to those who need it most. Though it took trial and error, you
managed to save an entire town - ushered them out of harm's way, soothing new life into
those whose bodies had been overcome by the plant. You are branded a hero. And yet, it's
never quite enough to be called such; you have to be it, live it. You're constantly training and
talking, always waiting for what dangers might come again. You make it a point to get to know
every person around you. It saved you once, and it could save someone again. It's worth it, in
the end.

The Generation 29 Heir will begin their story with the Cringe trait, which should be chosen
upon aging into a young adult. They should also begin their story with the People Person
lifestyle and Incredibly Friendly reward trait, which should be added upon aging into a young
adult.

The heir may take a maximum of $50,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $37,000 total after the household split.

ΜØŦĦ€Ř ØV€Ř ΔŁŁ


She called to you. ĐƗĐ ¥ØỮ Ħ€ΔŘ Ħ€Ř? Did you listen? What a question to ask, when both
your mind and body return her call tenfold. The mother. ¥ØỮŘ ΜØŦĦ€Ř. Even after the
mystery is deemed solved, the evidence brushed away... You remember her. The thought of her
consumes you. You gave up your humanity to save the town, but in the end... ¥ØỮ Ŵ€Ř€ ŦĦ€
ØŇ€ ŴĦØ ŴΔŞ ŞΔV€Đ. Was it worth it?

The Generation 29 Heir will begin their story with the Squeamish trait, which should be chosen
upon aging into a young adult. They should also begin their story with the Headstrong bonus
trait and Survivalist reward trait, which should be added upon aging into a young adult.

The heir may take a maximum of $30,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $24,000 total after the household split.

GEN 29: Lackadaisy Life


The sun and sea will set you free.

PREMISE
Humanity this, humanity that.

Honestly, you couldn't really be bothered with all the existential hullabaloo. To you, the most
human thing you could possibly do was just live for yourself - as hard and as fully as possible.
You are the antithesis of your parent, who raised you in that backwards, half-possessed desert
town they wound up calling home. You heard stories of their 'calling' in life, solving the
mystery of what infected that whole town. You could hardly call that 'living,' risking possession
on the daily just to remove a deadly plant. No thanks - they make weed killer for that kinda
thing.

But the beach life? Now this was living.

Your grandparent had retired in Sulani, once they were able to be out in the sunlight again.
And thank god; you would have done anything to stay away from the dark, dingy, bat-infested
basements your ancestors owned. (You're pretty sure you have a great-aunt or a great-uncle
who still prefers coffins. Lame.) But they had the right idea, you realized.

So you moved out of your childhood home as soon as you became a young adult, trading the
arid heat of StrangerVille for the warm shores of Sulani. You bought your own little bungalow
over the sea using your parents' 'thanks for saving the town' money and settle into a routine.

... If you can call partying all night and chilling at the beach all day a routine, that is.

But, hey! A little fun doesn't hurt anyone, right?

And soon enough, you're befriending local and tourist alike, becoming the most well-known
name on the island. If you want to have a great time and meet people, it's at one of your
parties. If you want to know what's trending in Sulani, you've already got it on lock. If you want
to go wild, let loose, and have fun, who is the person to call? Say it with me: it's you.

Some people seem to think that the party life will tire you out after a while, but you think
you're just getting started. You spent your childhood surrounded by medical books and
research and stuffy old weirdos who hiss and cower in the sunlight. You can't blame someone
for wanting to take advantage of life's gifts, now that they're free to do what they want.

Let them hate - it's just more attention for you.


STARTING INFO

Aspirations:
● Party Animal [Base Game]
● Beach Life [Island Living]

Traits:
● Party Animal [High School Years]
● Bro [Base Game]
● Inherited Traits
○ Nosy (Mind Over Matter) [Get Together]
○ Cringe (Brawn Over Brains) [Base Game]
○ Squeamish (ΜØŦĦ€Ř ØV€Ř ΔŁŁ) [Outdoor Living]

Bonus Traits / Lifestyles:


● Observant (Tales of Loss) [Base Game]
● People Person (Tales of Loss; Tales of Light) [Snowy Escape]
● Incredibly Friendly (Tales of Light) [Base Game]
● Headstrong (ΜØŦĦ€Ř ØV€Ř ΔŁŁ) [Base Game]
● Survivalist (ΜØŦĦ€Ř ØV€Ř ΔŁŁ) [Base Game]

Focused Skills:
● Charisma [Base Game]
● Mixology [Base Game]
● DJ Mixing [Get Together]
● Media Production [Get Famous]

EVENTS / GOALS

Events
Bayside Bungalow
Upon succession, move out of your parent's household and into a different home in
Sulani. Your home should hang partly over the ocean. You may use freerealestate to
move, and may use money cheats to may for up to $50,000 in build / buy additions and
renovations. You're using your parent's hard-earned retirement money for this, duh!

Life of the Party


Throw as many parties or social events as you can - never go more than three days
without one. Try to spice them up a little bit. Do a dinner party here, a dance party
there, seasonal themed parties... anything and everything goes, baby!

Wild Child
'Settle down' with your fifth partner - by which we mean commit to them, but in a way
that best suits your Sim. Is that moving in together? Is that dating? Is that marriage? All
or any of the above are fine, but your Sim is a free spirit; don't let that stop you from
partying just as much as you did before. Now you just have someone to party
alongside! Have at least one child (or adopt a child) with your partner.

Goals / Tasks

● (MODDED) Aim to be very popular with a.deep.indigo’s Dynamic Teen Life mod.
● Have at least three different outfits in every category.
● (EVENT) Move into a home that partly hangs over the ocean.
● Always have music playing in your home.
● Make money by DJing or tending bars at venues - no real jobs allowed.
● Release one remix per week using the Mix Master Music Station.
● You can choose to release more if you want, or even join a label.
● (EVENT) Never go more than three days without throwing a party or social event.
● Attend as many festivals as you can - Sulani, San Myshuno, Mt. Komorebi, anywhere.
● Befriend someone new at every festival, event, or lot you visit.
● Never turn down an invite, no matter what time it is or if you're busy.
● Have several flings / one-night-stands, but don't commit to anyone.
● You may have children with these partners, but they are ineligible for heir.
● (EVENT) Finally 'settle down' with your fifth partner. (But don't stop partying!)
● Have at least one child with your fifth partner.
● Complete the Party Animal aspiration.
● Complete the Beach Life aspiration.

SUCCESSION

Heir Selection
Heir should be the first child you have with your fifth partner. Any children from previous or
future relationships are ineligible to become heir.

Succession
Succession occurs when the G30H (FC) ages into a young adult.

Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

The Sun
● Regularly made over $10,000 per week in royalties.
● Attended / hosted 30+ social events.
● Hosted 15+ events earning Gold.
● The G30H (FC) was your first child.
● Had 20+ good friends.
● Completed both the Party Animal and the Beach Life aspirations.

The Sea
● Regularly made $1 - $4,999 per week in royalties.
● Attended / hosted 1 - 20 social events.
● Hosted 0 - 7 events earning Gold.
● Had 2+ children before the G30H (FC).
● Had 1 - 9 good friends.
● Completed the Beach Life aspiration, but not Party Animal.

The Sky
● Regularly made $5,000 - $9,999 per week in royalties.
● Attended / hosted 21 - 29 social events.
● Hosted 7 - 14 events earning Gold.
● Had 1 child before the G30H (FC).
● Had 10 - 19 good friends.
● Completed the Party Animal aspiration, but not Beach Life.

The Sun
You were the light and life of the Sulani party scene. Your influence on the nightlife would be
felt for generations to come, with partygoers dropping your name for even a fraction of your
influence to rub off on them. In the end, it wasn't really about the affluence or influence - it
was just about enjoying yourself as much as you possibly could. And to you, that enjoyment
came from the neon lights that lit dark clubs, the softness of cheeks pressed together for
selfies, the warmth of confidence that can only come from a stomach full of juice. One thing is
undeniable: you lived large and loud and unapologetic, burning as bright as the sunlight above.

The Generation 30 Heir will begin their story with the Outgoing trait, which should be chosen
upon aging into a teenager. They should also begin their story with the Compassionate
character value and Gym Rat bonus trait, which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

The Sea
Some might have called you a drifter, as if you were just an old piece of wood floating along
the coastline. You preferred to think of yourself more like a message in a bottle - mysterious,
captivating, elusive. Aside from your regular appearances for a party, you spent the majority of
your life ashore; you became one with the Sulani sea, soaking up the serenity of its beaches.
Though you loved the busy nightlife, it never could quite compare to kicking back on the bay,
wasting the day away. Was it a little lazy? Maybe so. But you preferred calling it languid; your
approach to life was aloof, like the seaside tide rolling in and out at its own pace. And you
wouldn't have it any other way.

The Generation 30 Heir will begin their story with the Lazy trait, which should be chosen upon
aging into a teenager. They should also begin their story with the Irresponsible character value
and Frugal bonus trait, which should be manually applied.
The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

The Sky
For most, the sky was the limit. But you? You were limitless. Your reach extended far beyond
the lofty clouds drifting through Sulani skies; your name earned its place among the island
legends, simply for how prevalent your presence was. You were on the radio, on posters for
venues, on the minds of your friends and fans alike. You effortlessly became a Sulani staple -
every islander, no matter how old or young, knew who you were. The effect you had on those
whose lives you touched was palpable; even the boundless blue sky could not contain the
effervescence that radiated through your presence.

The Generation 30 Heir will begin their story with the Materialistic trait, which should be
chosen upon aging into a teenager. They should also begin their story with the Good Mannered
character value and Free Services bonus trait, which should be manually applied.

The heir may take a maximum of $20,000 when splitting the household. If the current
household funds do not meet this amount, leave the money alone and use money cheats to give
the heir $17,000 total after the household split.

GEN 30: Full Circle


The culmination of lives well-lived.

PREMISE

It became a running joke, the way you had to constantly tell your parent to keep it down. It was
like you were the elder living on the ground floor of an apartment with a herd of rowdy teens
living just above. You even debated carrying around a broom to poke and prod them with, just
for comedic effect.
In the end, you just had to learn to deal with it your own way.
Which was probably better for you in the long run, honestly.

In the moments where your parent was at their loudest, most boisterous, most lively - you
simply withdrew into to your core. Though saying you 'withdrew' wasn't exactly true, either; it
was less like a withdrawal, and more like taking a silent journey.

A discovery of self.

Meditating started as a way to find peace through all the chaos, but it soon becomes an
important part of your life. You start to embrace the chaos and unpredictability, in a weird way,
because it gives you opportunity to reflect. In with the noise, out with the serenity.

When you become a young adult, you move away from Sulani. Not that the beach wasn't
beautiful and relaxing, but you'd heard of the new, exclusive spas opening further inland.
Curious to see what they have to offer, you start visiting periodically.

You soon find yourself there on the daily, enjoying the saunas, yoga, massages, hot tubs...
You're there so often, other visitors start to ask if you work there. It clicks that you can share
your love of wellness with the other patrons, and you start hosting classes, mentoring those
who hope to find clarity in self-care. Eventually, you open your own wellness studio within the
comforts of your home, inviting clients for individual sessions.

You strive to greet your days with humility and grace - and on the days that are hard, you
remember that the sour moments make the rest all that much sweeter to savor.

STARTING INFO

Aspirations:
● Inner Peace [Spa Day]
● Zen Guru [Spa Day]

Traits:
● High Maintenance [Spa Day]
● Any Trait
● Inherited Traits
○ Outgoing (The Sun) [Base Game]
○ Lazy (The Sea) [Base Game]
○ Materialistic (The Sky) [Base Game]

Bonus Traits / Lifestyles:


● Compassionate (The Sun) [Parenthood]
● Gym Rat (The Sun) [Base Game]
● Irresponsible (The Sea) [Parenthood]
● Frugal (The Sea) [Base Game]
● Good Mannered (The Sky) [Parenthood]
● Free Services (The Sky) [Base Game]

Focused Skills:
● Wellness [Spa Day]

EVENTS / GOALS

Events

A Fresh Start
Move to any neighborhood you'd like; you may use freerealestate to acquire an empty
plot, but should use your own funds to build and buy. Try to maintain a clean,
minimalist style for your home; you don't have to build a tiny / micro home, but you
may. Keep in mind you will be expanding this over time though, so you may not always
meet the tiny home criteria.

Center Yourself
Over time, expand your home to have a small spa studio, where you can take clients for
at-home appointments. You should try to include all of the spa amenities you possibly
can - a massage table or chair, yoga mats and an instructor mat, maybe even a sauna or
hot tub, if you can.
All Together Now
Contribute to the museum started by the G24H (CC) by creating a wing with 30
individual sections to display a key item that represents each generation. If you still
have photos, paintings, or other crafts for each generation's heir, consider placing them
within the museum, as well. Leave the 30th section empty; this one is yet to be filled,
and will be continued someday by your successors. Once built, make it a point to walk
through the museum and reflect / view / use something from each section.

Goals / Tasks

● Build a fancy spa on a community lot in a neighborhood of your choice.


● Go wild - you'll be visiting this place a lot! Make it as welcoming as possible.
● You do not need to spend any of your own money for this.
● (EVENT) Move to a neighborhood of your choice.
● Visit the spa at least once a week.
● Earn a living at the spa - teaching yoga, doing massages, etc.
● (EVENT) Expand your house to include a small home spa studio.
● Fall in love with a Sim you meet at the spa.
● Get married and go on a relaxing honeymoon.
● Name your child(ren) after things that bring you joy.
● (EVENT) Contribute to your family's museum.
● Visit the museum and reflect on your predecessors.
● Master the Wellness skill.
● Complete the Inner Peace aspiration.
● Complete the Zen Guru aspiration.

SUCCESSION

Heir Selection
Heir should be whomever you choose. From here, this is your story.
Continue it, end it, retell it. The choice is yours.

Succession
Succession occurs when the G30H - whomever it is that you choose - ages into a young adult.
Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Harmonization
● Felt Happy, Inspired, or Confident more times total than Tense, Uncomfortable, or
Angry.
● Mastered the Wellness skill.
● Completed both aspirations.
● Had two or more children.

Syncopation
● Felt Tense, Uncomfortable, or Angry more times total than Happy, Inspired, or
Confident.
● Did not master the Wellness skill.
● Completed one or neither aspiration.
● Had only one child.

Harmonization
In your meditations, you feel the weight of your ancestors resting upon your shoulders. It isn't a
burden, though - it is simply the culmination of generations of experience, resonating together
in harmony. Through both positive and negative experiences - hardship and joy, love and loss,
anger and forgiveness - your legacy has brought you to this moment.

There are no effects for future generations, since this is where the challenge currently ends. If
you plan on continuing the legacy from here, come up with your own effects! Use traits, bonus /
reward traits, lifestyles, character values, and more. If the challenge is expanded further in the
future, I'll add some effects to kick off the next generation.

Syncopation
In your meditations, you feel the weight of your ancestors swelling within your mind and body.
In many moments, you feel fit to burst - the beating of dozens of hearts in simultaneous
syncopation. Through both positive and negative experiences - heartbreak and healing,
accomplishment and failure, fear and relief - your legacy has delivered you to this moment.
There are no effects for future generations, since this is where the challenge currently ends. If
you plan on continuing the legacy from here, come up with your own effects! Use traits, bonus /
reward traits, lifestyles, character values, and more. If the challenge is expanded further in the
future, I'll add some effects to kick off the next generation.

FUTURE GENERATIONS
A legacy never truly comes to an end, so long as there is a story to be told.

PREMISE

In many ways, a legacy never truly comes to an end. Though we may pass on, our ashes
scattered to the wind like autumn leaves... Our history yet lives within the minds and memories
of those we met. Our friends. Our family.

Your family's legacy - though already generations strong - still grows onward into the future.

Share with us their story.

If you wish to write your own generations, here is a template for you to do so. Have fun!

STARTING INFO

Aspirations:
● Aspiration [Pack]

Traits:
● Trait [Pack]
● Trait [Pack]
● Trait [Pack]
● Inherited Traits
○ Trait (Ending) [Pack]

Bonus Traits / Lifestyles:


● Trait (Ending) [Pack]

Focused Skills:
● Skill [Pack]

EVENTS / GOALS

Events

Event Title
Info goes here.

Goals / Tasks

● Goal goes here.

SUCCESSION

Heir Selection
Heir should be...

Succession
Succession occurs when...
Endings
Check the boxes for each criteria you meet at the moment succession occurs. Some criteria
might need you to check your statistics or memories. Your ending is the one with the most
boxes checked off. If there is a tie, use a random number generator to choose your ending.

Ending 1
● Criteria goes here.

Ending 2
● Criteria goes here.

Ending 3
● Criteria goes here.

Ending 1
Write what happens in this ending here.

The Generation # Heir will begin their story with the Trait trait, which should be chosen upon
aging into a [life state]. They should also begin their story with the Lifestyle lifestyle / Trait
reward trait / Trait hidden trait / Value character value, which should be applied manually upon
aging into a [life state].

Ending 2
Write what happens in this ending here.

The Generation # Heir will begin their story with the Trait trait, which should be chosen upon
aging into a [life state]. They should also begin their story with the Lifestyle lifestyle / Trait
reward trait / Trait hidden trait / Value character value, which should be applied manually upon
aging into a [life state].

Ending 3
Write what happens in this ending here.

The Generation # Heir will begin their story with the Trait trait, which should be chosen upon
aging into a [life state]. They should also begin their story with the Lifestyle lifestyle / Trait
reward trait / Trait hidden trait / Value character value, which should be applied manually upon
aging into a [life state].

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