Characters

Before you can use Create-a-Sim to make your sims, you need to know your characters!

Go to http://www.random.org (or really, any random number generator) and pick five numbers between 1-12. If you are lucky enough to get a number twice, consider it a free slot, and choose a character that you want for that spot! Look on this list, and those are your characters.

How to read this:
Description: Duh.
Full Skills: These are skills that (for the first generation) can be learnt with no limit for the character! Max them all you want c:
Part Skills: These are skills that (for the first generation) can be learnt up to level five for that character. More information on this below.
Special abilities: These are special things that the character can do, if any. Pay attention to these, it can be very very helpful!

1. Priest/Pastor
Description: This character runs the church. Not only that, but they are also very useful in keeping the monsters at bay.
Full Skills: Writing
Part Skills: Cooking; Logic
Special abilities: 1. Once a week, they can ‘bless’ a trip out of the churchyard. The character(s) that leave do not have to roll, they are automatically safe. Other then that, usual roles apply for the expedition. If writing is at six, they can do this three times in two weeks–if it is at ten, then twice a week! This is because your priest is writing religious books and is closer to God as a result. At least, that’s my logic.
2. The first time that you get a priest (either at the beginning of the game or through a roll later on) you can add 3000 simoleons to the household funds using the familyfunds cheat. This is because the priest knows where the churches money is stored.

2. Medic
Description: A doctor or nurse by trade, this person knows how to cure the sick.
Full Skills: Logic
Part Skills: Handiness; Painting
Special abilities: Nothing except those mentioned in specific scenarios.

3. Teacher
Description: This character used to work at the school teaching full time. Now they are the only teacher the children have.
Full Skills: None.
Part Skills: Everything allowed to level six.
Special abilities: If you have a teacher, each child can change their mentor once, as if they’d died when they haven’t.

4. Cook
Description: This character is the best at cooking, and the only one that may max the skill.
Full Skills: Cooking
Part Skills: Painting; Gardening
Special abilities: Nothing.

5. Solider/Other Fighter
Description: This is your main fighting power. This character is the safest when leaving the churchyard.
Full Skills: Athletics
Part Skills: Fishing; Logic
Special abilities: If your fighter is going to die in something combat related (not an illness) pick a random number between one and two (or just flip a coin!). One, they survive, and two, they don’t. If their athletic skill is at six, then pick a number between 1 and 4, only 4 kills them. If it is at ten, then a number between 1 and 6, and only 6 kills them.

6. Architect
Description: To build onto the church in any way, you need a architect. They know their way around building.
Full Skills: Handiness
Part Skills: Painting; Cooking
Special abilities: If you have an architect, you can build! Don’t even enter build mode without them. Also, once a week, they can build something. Basically, this means you get a item out of buy mode (you have to pay for it, but you don’t have to go on an expedition) provided that it is mainly made of wood.

7. Farmer
Description: This character is a farmer who will do your gardening.
Full Skills: Gardening
Part Skills: Cooking; Athletics
Special abilities: If you have a farmer, once a week you can pay for one meal through the fridge. Can be made by the farmer, or some other cook. If gardening is at six, then two a week. If it is at ten, then three a week. Also, if your farmer is going to die in something combat related pick a random number between one and three and if it is one, they are safe, two or three, they die. If at athletic level 5, then between one and two, one still lives.

8. Handyman
Description: All purpose handyman who can keep things running well.
Full Skills: Handiness
Part Skills: Inventing; Cooking
Special abilities: Nothing.

9. Engineer
Description: This character is similar to the handyman, but specializes in generators to keep the electricity running.
Full Skills: Handiness
Part Skills: Inventing; Logic
Special abilities: Nothing.

10. Hunter
Description: This character hunts and fishes for food for the group.
Full Skills: Fishing
Part Skills: Athletics; Cooking
Special abilities: If your hunter is going to die in something combat related pick a random number between one and three and if it is one, they are safe, two or three, they die. If at athletic level 5, then between one and two, one still lives. Also, with a hunter you can pay for one meal from the fridge a week. If fishing is at six, then twice a week, if it is full, then three times a week.

11. Welder
Description: This character can build you things without having to go on an expedition.
Full Skills: Handiness; Inventing
Part Skills: Logic
Special abilities: If you have a welder, once a week you can buy something without going on an expedition. Any object is an option. If the skill levels for Handiness and invention added together are at least ten, then twice a week. If they are over eighteen, then three times a week.

12. Artist
Description: The artist is purely for money making purposes. They are more proficient at making art that is sellable, even in this monster filled world.
Full Skills: Writing; Painting; Sculpting
Part Skills: None
Special abilities: Instead of being able to sell one in four art objects made, the artist can sell one in three. If the skill is either nine or ten, then it is one in two.

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