Intro

A couple things: One, this challenge has not been tested. At all. I am going to play it, but I wanted to post it first. So if something is too hard, (or more likely) too easy, tell me and I can edit it. Two, I only have the base game, world adventures, ambitions, pets, and seasons—so those are the only ones I feel comfortable writing rules for. If you have other expansion packs, make your own rules for them. If you feel confident enough with them, give them to me and I will post them. Feel free to ask questions, even if I don’t have the appropriate expansion pack, just be prepared to explain a bit about the game feature you are asking about.

Alright, so this challenge is a bit complicated, so I am going to separate it into a few different posts to keep it a bit more organized.

And, here we go!

Choas. The world has turned to absolute chaos. Zombies and monsters have come up out of seemingly nowhere, and have taken most of the world with it. This morning you found yourself running from your home, chased by who knows what. You stumble on the ground and start crawling instead of running, for you can hear the sounds at your back. You figure that for sure you are dead now—but in your surprise you are still living as you reach a wall. You turn around and look behind—the monsters are staring at you from what seems to be the lot line, making angry noises as if they can’t pass. Which leaves you wondering, where the heck are you?

Your back to the wall now, you inch away, staring at the angry monsters. It doesn’t take you long to get to the corner, the monsters following you on the other side of the line, as if it was a mirror. You reach a door before too long. Someone from inside opens it. Immediately you sink back, fearing the worst. However, only a worried human face greets you. “Come in, come in,” It says. “You are safe here.”

“Here? Where is here?” You ask, still confused about why the monsters wouldn’t follow you on to this lot.

“You don’t know where you are? This is a church, child. The zombies and monsters cannot touch this sacred ground.”

SO BASICALLY:

This challenge is multi-generational, set in a church. The church is the only safe place. Leaving the lot gives a chance of death or other bad things occurring. The ultimate goal is to escape the area, but it’ll take you a while.

This challenge has quite a bit going on, to be honest—each character has specific abilities, traits, and skills they can learn. Every few days you’ll pick a random number to determine an event that will happen, which could be good or bad. You will also have to roll for each new baby born, and for every time that a sim leaves the church lot.

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.

About Skills

For the first generation, full skills are normal, level them up as far as you can. Part skills may only go up to level five. Now, I realize that this is kind of hard—you can’t really stop learning some of them, and there is no cheat to change skill levels. Below is a more in depth explanation of all of them. Also, keep in mind that for all purposes where the skills matter, if their limit is supposed to be five, and they have seven, pretend that they have five. The number you use is either the number they have or their limit, whichever is smaller. Makes sense?

Also, one more general rule: If you have someone who has reached their limit and someone who hasn’t but can use the skill, use the one who hasn’t if at all possible to do the task you are trying to do.

Cooking
If you start the game with no one with the cooking skill, you can’t cook! You’ll have to eat uncooked fruits and vegetables until you get someone who can. For partial skills, after you reach level five, you may not study cooking, watch cooking television, or read recipes books past level five. You may, however, continue to cook. If you reach level six, for every five meals that character makes they must make one to just throw out. That is the penalty for being over. Level seven, four normal meals, one to throw out. Level eight, three normal meals, one to throw out. Level nine, two normal meals, one to throw out, and level ten, one for one.

Athletics
This one should be pretty easy to avoid gaining once you hit the limit, so just do that.

Fishing
Similar to cooking, if this is a partial skill, then if you reach level six, for every five fish that are caught and sold or cooked with, one must just be thrown out. Level seven, one for every four fish, and so forth. Also, again, books that are for level six and above cannot be read.

Gardening
If you reach level six, then for every five produce, one must be thrown out. Then continue like cooking and fishing.

Handiness
This one is a bit more difficult, because it doesn’t give anything that can be penalized. I guess all I can say is if you have another sim that can do handiness but hasn’t reached their limit, do it with them instead. Also, only do upgrades that become available at or before level five, no matter the level you are at (If it is a part skill, of course). You can use Carl’s sims 3 guide to determine which upgrades those are.

Inventing
Just don’t do it after you reach your top level. Pretty simple!

Logic
Most of this can be avoided after you reach your top level, also. If you want to be searching the galaxies with a telescope, then use the rule for cooking and fishing. At level six, after five, take the money out for one with the family funds cheat, or spend it on something and place the object in the family inventory, not to be used.

Painting
For every four art pieces you create, you can only sell one of them. The others can be used as decorations, or put in the family inventory, not to be used again. It is a slow way of making money, but at least it will give you some! Once you reach level six, you may only sell one out of five. Seven is still one out of five. Eight and nine is one out of six, and ten is one out of seven. Painting can be substituted with sculpting if you have ambitions.

Writing
This works much like painting does, except a little different since you don’t have the option to not sell a book. The first time you write, you can click ‘write novel’, but the second, third, and fourth you must just practice writing. Then you can work on novel again, then practice, practice, practice, then novel. No practicing for only a few minutes before cancelling it, that is considered cheating! Let them write as long as you usually would. Also, within a day or two of finishing your novel, you need to have someone leave the lot, presumably to go ‘sell’ it, since there is no internet to do that with. This can, of course, be combined with a normal outing!

Guitar, Charisma, Riding, and Collecting
These may all be skilled freely. Keep in mind, though—you can’t really leave to meet people for Charisma, and there is no internet. You can’t freely leave to collect, so you might not want to do it often. You can play guitar, but you can’t leave to play for tips.

The Set-Up

Okay, so now you have your characters, and you understand skills, right? I hope so!

So you can now make your sims. They are completely up to you, but remember what their class is! (Giving a cook a handy trait, for example, would be completely useless.) Make one family with the five people, but they are not to have any relationships with each other. If you wish, you may have one couple, but they may not have any children yet. Two may be teenagers, if you wish, but the rest must be young adults or adults.

Time to move them in. First you must build a church. You may use money cheats to build it. However, keep in mind, this is a church, not a house! Also remember that the more it is worth, the more bills you will have to pay. . . and money is going to be pretty hard. You may have two floors, or a basement if you wish, but it cannot be decorated like a house. You do not have to have the sanctuary set up with chairs or anything like that, though—I’m sure under the circumstances that those would be moved.

I would recommend a sanctuary (the place services are held) which will likely just start as a big empty room, but could easily become a multi-person bedroom later, a foyer (the area by the entrance) which may include a small library and a couple couches. Also, a coffee machine is a good choice. Then there can be some offices. There should also be a kitchen somewhere, and probably about two or three bathrooms. There can be a nursery, and a dining room where potlucks and such were held.

Basically, make a church. If you’ve never been in one, just ask for help or do the above c:

Don’t put in:

Beds (sleep on the couches or floor until you get some!)
Shower/bath (wash hands and put up with the moodlet until you get one!)
TVs or game systems
Dressers

You may have a computer, but limit its use. Writing is alright, and so are playing computer games, but all other internet stuff is pretty much forbidden. Internet is down, after all!

Also, the above items may be purchased later, just not started in the church.

If you want to make it harder, make it a smaller church. No nursery, no couches, that sort of thing. You could even take away part of their kitchen—make them cook with the microwave or something. Depends on how hard you want it to be.

Once you have satisfactorily made your church to the difficulty level you would like, move in your sims, using cheats if you need to. Then reduce the funds of the family to 500 simoleons using the family funds cheat. And you are ready to go!

Wait, one more thing. You need to disable the school in your town. Just click on it and select ‘No Visitors allowed’. If you want, you can do this with all of the community lots. Either that, or just don’t ever send your people to them. The school is the one that happens automatically, so that’s why it must be closed down!

Now, you are ready to go.

General Rules

– Set lifespan to whatever you want, but you must leave it that way for the whole challenge!
– Same goes with Seasons, set it to whatever, but leave it there!
– No getting a job, part time, full time, self-employed. Nothing.
– You can make money by selling art pieces (look above!) and also fish and produce you don’t need. Since fish and produce are much more in demand then art, you don’t need to throw out any when selling.
– Every time you leave the lot for any reason you must roll for something under the ‘leaving the lot’ category.
– You cannot buy a meal from the fridge. You must have all the ingredients to make it. You can, however, buy ingredients from the grocery store. That is fine. However, remember that you must roll for leaving the lot!
– Every time you want to buy a new object, you must leave the lot to go to a store. To be honest, I would just head to the bookstore or grocery store for everything. After the character has gone, you can then go into buy mode to buy the object you want, simulating them bringing it back. Imagine that they are driving a truck—you can only bring back what would fit in it. Only one bed at a time, that sort of thing. If you want two, you must go twice, and roll for leaving twice!
– Selling things is the same, you must leave the lot.
– No deleting the stir crazy moodlet. Either deal with it, or take the chance of them leaving.
– If it says that a sim dies, either kill them however you choose, or just kick them out of the house. They can’t ever come back as a playable character, though, because they aren’t alive anymore for all intents and purposes. If you leave them alive, you may not ever talk to them again. So, they can stay your friend until the friendship drops too much. You might want to end any romantic relationship before you kick them out if that is what you choose.
– Also, in relation to the above, if you are telling a story, feel free to mess with how they died to make your story interesting. I don’t really care if the roll says they got sick and died that way, you can kill them however it is interesting to you and your story!
– No meeting sims outside of the household. None.
– No service sims.
– No accepting opportunities.
– Put your sims on a list in an order, it’ll make it easier when you have to roll for a random sim!
– You may not make pets in CAS, however, you may adopt strays and wild horses if you want to. Watch what you sell from their hunting, though. . . it goes the same as the sims paintings. Can only sell one out of four.
– the only way you lose is if all your sims die. Cross your fingers that doesn’t happen.
– Whenever you gain a new character, either add them to the family in a way that you don’t get money from it, or delete the money with the familyfunds cheat.

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.)

Generation Two

Basic rules.
– Gen. 2 works by each child choosing a ‘mentor’. This does not have to be their parent, it can be anyone in the household. By the time they are in their teens, they must be at least good friends with their mentor.
– The way this works is pretty simple. They can get half of their mentors skills, rounded up, plus any bonuses they got from the child roll.

For example,
The new child rolled regular, and you have chosen the priest as his mentor. The priest has 8 writing, 2 cooking, and 3 logic. Your new child can get 4 writing, 1 cooking, and 2 logic. These numbers can increase if the priests do, until the child becomes a young adult, then it is looked in place.

– Makes sense? Hope so!
– If their mentor dies, then they may choose another. However, they must stop learning the skills from their first mentor immediately (Wherever they are becomes their new limit) and switch over to the new ones.
– The must have one main mentor. This is the person whose abilities they will inherit. You can choose who you want that to be out of the mentor (s) they have had.
– So yes, your second generation solider can end up with some cooking skill. That sort of thing.
– Now, the generation has the same basic scenarios as the first generation, quite simply because I can’t think of any more. However, it is slightly more dangerous, for the frequency of some of them are being changed. This is the new list. For the directions to each one, look up in the first example section.
– It switches to these rolls as soon as the oldest child becomes a young adult.
-As for penalties for going over the skill limit, it’s pretty simple. Use the rules for the skills, but where it says “level six” replace it with the first level that is above what you are allowed to have. Then just continue with the pattern.

Basic Scenarios
1-9 – Nothing happens. Roll again in two days.
10-15 – Mild sickness.
16-20 – Moderate sickness.
21-23 – Severe sickness.
24-29 – Item Breaking
30-31 – Death
32 – Divine revelation
33-35 – New person
36-40 – Food
41-44 – Broken generator
45-50 – Found money

Leave Lot
1-10 – Nothing happens.
11-12 – Information
13-19 – Battle
20-21 – Death
22-23 – New Person
24-25 – Fail

Child
1-24. Regular.
25-27. Smart.
28-30. Slower.
31. Sporty.
32. Creative.
33. Natural Cook.
34. Handy.
35. Outdoorsman.

Generation Three

– Children are worked out just like they were in Generation 2. Pick a mentor, and their skills are halved. They are likely getting pretty low now, that is just something you will have to deal with for one more generation. It’ll start going up soon!

Basic Scenarios
1-7 – Nothing happens. Roll again in two days.
8-15 – Mild sickness.
16-23 – Moderate sickness.
24-28 – Severe sickness.
29-34 – Item Breaking
35-38 – Death
39 – Divine revelation
40 – New person
41-43 – Food
44-47 – Broken generator
48-50 – Found money

Leave Lot
1-9 – Nothing happens.
10 – Information
11-20 – Battle
21-22 – Death
23 – New Person
24-25 – Fail

Child
1-24. Regular.
25-27. Smart.
28-30. Slower.
31. Sporty.
32. Creative.
33. Natural Cook.
34. Handy.
35. Outdoorsman.

Generation Four

-Now they’ve got the living thing down, things are starting to improve!
-Children’s skills are figured out different for this generation! Thankfully, am I right?
-Pick two mentors this time. Add together their skills, and those are the max for the child.
-You now have a goal! It is to get to ten with each of the following skills: Writing, Cooking, Logic, Handiness, Athletics, Gardening, Fishing, Inventing, Painting.
– Once level 10 has been reached (legally, the max must be level 10 as well as the skill level the sim is at) in generation 4 or onward, the skill is ‘freed’ and can be learned by anyone, all the way up to max.
– As for the special abilities, each of the child may inherit both of their mentor’s character class. So they can be a handy hunter or something.
-Each sim can only free [i]one[/i] skill. So you will need nine sims to do this. Possibly more, because it might take you a generation just to get the max skills higher.
-If you get a new person, they do not count towards the freeing of a skill. However, they can be a mentor.
-Athletic skill is special. Now that everyone can gain it, everyone can get bonus to help survive combat situations. If your character is supposed to die in a combat situation, and they have 1-3 athletic, pick between 1-2, 1 they are safe. If they have 4-6, pick between 1-3, 1 and 2 are both safe. If they have 7-9, pick between 1-4, 1-3 are safe. If it is maxed at 10, between 1-5, 1-4 are safe.
-Repeat this for as many generations as you need until you get all the skills freed, and then jump down to ‘preparing to leave’.

Basic Scenarios
1-7 – Nothing happens. Roll again in two days.
8-15 – Mild sickness.
16-23 – Moderate sickness.
24-28 – Severe sickness.
29-33 – Item Breaking
34-37 – Death
38 – Divine revelation
39-40 – New person
41-43 – Food
44-47 – Broken generator
48-50 – Found money

Leave Lot
1-9 – Nothing happens.
10 – Information
11-20 – Battle
21-22 – Death
23 – New Person
24-25 – Fail

Child
1-24. Regular.
25-27. Smart.
28-30. Slower.
31. Sporty.
32. Creative.
33. Natural Cook.
34. Handy.
35. Outdoorsman.

Generation Five

-In generation 4, sims got two character classes, so they could have the ability of both. In generation 5, you can still only have two. You may have four to pick from, depending on the mentor’s you choose—so just choose the two you want the most.
-Use the rolling in Generation 4