Generation One

Basic rules.
– On your second day, roll a number for a basic scenario.
– Do what the scenario says. It may take a day, it may take a week, or it may be nothing. Either way, once it is finished, play the rest of the day it was finished on and then one more—and then roll for a new scenario. Basically, there is one free day between rolls, always.
– Every time that someone leaves the lot (to buy or sell things, for example) you must send them off and then roll for a ‘Leave the lot’ scenario. Note that these can be dangerous—be careful about how often you send people off, especially if you don’t have a fighter.
– Once a female sim gets pregnant, roll for the child from the children section.

Basic Scenarios
1-9 – Nothing happens. Roll again in two days.
10-14 – Mild sickness. If you have a medic, this does nothing. However, if you do not, then no sims can leave the lot for the day.
15-18 – Moderate sickness.
Roll for random sim. Said sim cannot gain skills in any way for the next two days. Also, fighters have their saving from death skill negated.
If you have a medic with 5 logic points, it is over there.
If you have a medic with less than 5 logic points, roll 1-3.
…..1-2 means it’s over.
…..3 means its spread and a different sim gets sick tomorrow. Repeat.
If you have no medic, roll 1-2.
…..1 means it’s over.
…..2 means its spread and a different sim gets sick tomorrow. Repeat.
If it is caught by toddler or elder, roll 1-4.
…..1-3 is fine.
…..4 dies
19-20 – Severe sickness.
Roll for random sim.
…..If teen, young adult, or adult, roll 1-3.
……….1-2 is fine.
……….3 dies.
…..If child, toddler, or elder roll 1-2.
……….1 is fine.
……….2 dies.
…..If someone dies and you have a medic with 7 logic or more, roll 1-2.
……….1 saves them.
……….2 they really die.
If someone dies(or is saved by the medic), it’s over.
If not, roll 1-2.
…..If 1, it’s over.
…..If 2, repeat from beginning the next day. Note that the same sim can be targeted.
21-26 – Item Breaking
An item breaks and must be immediately moved to the family inventory and not used again. You can choose the item once you get the category. You may buy a new one, however, remember the buying and the leaving the lot rule!
Roll 1-4
…..1 is plumbing item (toilet, sink, shower, etc)
…..2 is sleeping item (bed, couch, etc)
…..3 is electronic (computer, tv, stereo, etc)
…..4 is skill building equipment (easel, bookcase, treadmill, etc)
27 – Death
Someone wandered too close to the edge of the lot. . .
Roll a random sim.
…..If no athletic skill or skill under 3, they die.
…..If athletic skill 3 or more, roll 1-4
……….1-3 die
……….4 survive
…..If athletic skill 7 or more, roll 1-2
……….1 die
……….2 survive
28-29 – Divine revelation
If you have no priest, this does nothing.
If you have a priest with writing skill under five, you get one safe card.
If you have a priest with 5-7 writing skill, you get two safe cards.
If you have a priest with 8-10 writing skill, you get three safe cards.
Each one of these is pretty much a free card. For each one, you can undo one single roll that you don’t like, and choose your own number for that roll. You cannot, however, use it to get more divine revelations (Or information from leaving the lot)!
30-38 – New person
A new person stumbles upon the church, and you have the option to let them come and join the household.
Using the character list, roll a random number. If you get a character you already have, then you can choose yourself!
If you want the character, make them and add them to the household.
If you don’t, or if you don’t have room in the house, then don’t add them. Getting rid of someone voluntarily is always an option to make room.
39-43 – Food
What luck, a monster has died and fallen over into the lot.
10 meals are allowed to be purchased from the fridge.
44 – Broken generator
The generator broke and you’ve lost power! You may not use anything electric until you’ve gotten it fixed. (You might want to move them to the family inventory, or put them in a locked room.)
If you have an engineer with handiness 6 or over, roll 1-3
…..If 1 fixed, it’s over.
…..If 2-3, it’s still broken.
……….The next day, roll 1-2
……………If 1, fixed.
……………If 2, still broken.
………………..The next day, it’s automatically fixed.
If you have an engineer with handiness 5 or under, or a handyman with handiness 6 or over, roll 1-4
…..If 1 fixed, it’s over.
…..If 2-4, it’s still broken.
……….The next day, roll 1-3
……………If 1, fixed.
……………If 2-3, still broken.
………………..The next day, roll 1-2
…………………….If 1, fixed.
…………………….If 2, still broken.
…………………………The next day, it’s automatically fixed.
If you have a handyman with handiness 5 or under, roll 1-5
…..Seriously, I think you get the pattern. The goal is to get one—if you don’t, then the next day you reduce one number from the roll, and try again.
If you don’t have a handyman or engineer, roll 1-7.
…..Same pattern.
45-50 – Found money
Add 2000 simoleons using the family funds cheat.

Leave Lot
1-10 – Nothing happens, they get out safely and get back.
11 – Information
They bring back information with them. Each one of these is pretty much a free card. For each one, you can undo one single roll that you don’t like, and choose your own number for that roll. You cannot, however, use it to get more information (or divine revelations).
12-16 – Battle
Your person is ambushed on the way to the store! Roll 1-3.
…..1, die.
…..2-3, survive.
17 – Death
They are ambushed from behind. Instant death.
18-24 – New Person
You come across a new person on your travels, and you have the option to let them come and join the household.
Using the character list, roll a random number. If you get a character you already have, then you can choose yourself!
If you want the character, make them and add them to the household.
If you don’t, or if you don’t have room in the house, then don’t add them. Getting rid of someone voluntarily is always an option to make room.
25 – Fail
The mission fails—they barely get the door before they are forced back. Wait an hour sim time and try again if you wish, or send someone else immediately.

Child
1-6. Regular, use regular rules for the child. Check generation 2 rules to figure out what those are.
7-8. Smart. After figuring out what skills they can learn and how much, add 2 skill levels to each they can learn.
9-10. Slower. After figuring out what skills they can learn and how much, minus 2 skill levels from each they can learn.
11. Sporty. No matter who their mentor is, they can learn 5 athletic. (5 extra if they are already allowed to learn it.)
12. Creative. No matter who their mentor is, they can learn 3 painting and 3 writing. (5 extra if they are already allowed to learn it.)
13. Natural Cook. No matter who their mentor is, they can learn 5 cooking. (5 extra if they are already allowed to learn it.)
14. Handy. No matter who their mentor is, they can learn 5 handiness. (5 extra if they are already allowed to learn it.)
15. Outdoorsman. No matter who their mentor is, they can learn 3 fishing and 3 gardening. (5 extra if they are already allowed to learn it.)

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