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#1
18th May 2021 at 3:15 AM
Last edited by bob-plums : 4th Jun 2021 at 8:23 PM.
Reason: Update June4: Magician Rules&Minor Goals Tweaked
Posts: 15
The Tarot Challenge
SIMS 4 TAROT CHALLENGE
Hello! For a long while, I have wanted a Tarot Challenge, and several months ago I began the first ideas of this. I began playing with some goals with each Card and it eventually grew into this. It started as a small page in my journal with a few short goals for each generation, but then it grew and grew and grew into something more akin to a DITFT-type of challenge. I am now fleshing out all the goals and ideas I have & want to share it! I drew inspiration from my own relationship with Tarot, and have put a lot of thought into this- even if at this point I've only got about 6 Cards complete.
I have tried to include an extensive list of Traits, Aspirations, and Major&Minor Goals to customize every Card (Generation) to any and every player, and also to ensure that everyone's journey through this challenge is unique!
This challenge is currently being playtested by myself & ghouliesimmer (on tumblr), there may be some hiccups, there may be updates made to the current goals & rules set up for accessibility. Thus far, our Fools are quite different and the only thing they really have in common is that they both have dogs and gardens- which nearly every fool will have. We both have completely different traits, completely different occupations, and are in different clubs, etc.
For ChangeLog & Credits please see bottom of the post!
Major Rules
- Complete the journey of each Card (Generation)
- Complete all 22 Major Arcana Cards - [Coming Soon!]So far only 0-4 are fully complete
- Some of these cards are gendered, you do not have to play the same gender as the card traditionally depicts; some of the descriptions are written with the card's gender in mind, you do not have to play the same gender as the description includes. In Tarot gender only tells us what aspects of ourselves are needed- a more nurturing feminine approach, versus a more assertive masculine approach.
- *Optional*[Coming Soon!]Complete the Minor Arcana Court Cards (adds an additional 16 Cards)
- *Optional* The Thoth Rule: This rule rearranges the order of the Cards (generations) to match the Thoth Major Arcana order, created by Aleister Crowley; admittedly, it is not something I have studied due to my personal opinion of the creator. It is as follows: 0 Fool, 1 Magus (Magician), 2 Priestess, 3 Empress, 4 Emperor, 5 Hierophant, 6 Lovers, 7 Chariot, 8 Adjustment, 9 Hermit, 10 Fortune, 11 Lust, 12 Hanged Man, 13 Death, 14 Art, 15 Devil, 16 Tower, 17 Star, 18 Moon, 19 Sun, 20 Aeon (Judgement), 21 Universe (World).
- *Optional* The Shuffle Rule: If you only want to do a couple of generations or want to shake it up, shuffle the cards! If you don't have a deck you can use a random number picker and pick however many numbers (each being a card/generation) out of 1-22, in this case, 1 being Fool, and 21 being World. If you're more visual, post here and I'll draw the cards for you!
- Suggested Traits: Each Card has suggested traits and will make you pick a number of traits from the list, sometimes it is just one, other times it is all 3 traits from the list. If you are allowed to pick a custom trait or two it cannot conflict with a trait on the list even if you have not chosen that trait for your sim. If you have custom traits you're more than welcome to use them! Try to use custom traits that you feel vibe with the energy.
Example, the Fool only makes you pick 1 trait out of a list of 6. If you chose Loves Outdoors, your Fool cannot be Mean-Spirited because it conflicts with Friendly, even if you did not choose Friendly you cannot outright contradict the energy.
- Aspirations: Each Card has suggested aspirations, sometimes one or more of these are required, sometimes not. Certain Card Rules & Goals will prevent you from aspirations but you may complete aspirations as far as you can for points. You are allowed to jump around aspirations as you complete them, and do not have to stay on one aspiration until you complete it unless otherwise stated for that Card. There is no penalty for not completing all the required aspirations during a Sims lifetime.
Example, the Fool is not allowed a Rabbit-Hole Job, but some aspirations require a Job to move forward, the Fool can complete these aspirations until they get to this objective then they must switch to a different aspiration.
- Major Goals: Each Card has Major Goals, some more than others. These are things you must accomplish at least once in your sim's lifetime unless stated otherwise. Some Cards will make you do an activity every day. Disregard goals that you do not have the EPs&SPs for, and tweak goals if you need to for your gameplay & enjoyment.
- Minor Goals: Each Card has Minor Goals, similar to a Minor Arcana, there may be anywhere from 10-14 Minor Goals (sometimes more!) so there is plenty to do for each Card. You do not have to complete any of the Minor Goals and they are purely optional but they may enrich your challenge experience if you decide to include them. Disregard the goals that you do not have EPs&SPs for, tweak the goals for your gameplay & enjoyment, and even add your own Minor Goals! Some minor goals involve how the generation ages, so it pays to look at the minor goals for the next generation than the one you're on! You will also sometimes have to choose between doing two minor goals, and in these events, the one you did not choose does not count as a failure- it's just a choice on the journey (see Example 2)!
Example, a minor goal involves the Magician reaching the max level of a teen career while a teen, which is during the play of the Fool and can be missed if you aren't aware of the goal.
Example 2, The Fool has a Major Goal to go to every festival, but also a Minor Goal to accept all invitations out from friends. As well, the Fool also has Club Goals. If your Fool is at a festival or club and gets a call from a friend and cannot leave, the Accept Invites from Friends goal is not considered failed. However, if you are working on a goal that can be stopped, ie, a skill, you should still accept the invites from friends.
- Card Rules: Each Card has Rules that you are required to follows, the Dos and Donts of that Generation, and these tend to be sim-specific. The Fool's Rules do not affect the Magician when the Magician is a child or teen, and similarly, the Magician's Rules do not come into play until that Sim is a young adult, where the Fool's Rules cease to be used. These can be tweaked for your own gameplay & enjoyment but try not to completely get rid of a rule just because you don't like it.
- Points: Are you a player that likes points? I am. You can calculate your points for each card as follows:
--Using a suggested trait when you have the option to chose your trait: +.5 point
--Completing required aspiration: +1 point
--Completing optional aspiration: +.75 point
--Completing Major Goal: +1.25 point
----Per Day Goals: Missing A Day: -.25 point (10 missed days = Failed Goal)
--Failing Major Goal: -1 point (if only picking certain goals, this only counts for the goals you picked)
--Completing a Minor Goal: +.5 point
--Breaking a Card Rule: -2 points
-------There is no point-cap, and in certain generations, it will be easy to rack up the points. There is no loss due to point count, and you are not allowed to go into negative points, this is so you can always rebuild (Tower, anyone?)
Minor Rules
- Heirlooms: Some generations call for immortalizing the current Card in portrait or some other form, however, you are not just limited to these goals when it comes to keeping heirlooms from certain generations, and you are also not just limited to portraits; you may keep anything they found, made, or otherwise was associated them (a Spellcaster's First Wand? a Voodoo Doll? A certain snowglobe?)
- Supernaturals: Your founder (the Fool, or any Card you start with) cannot be created as a supernatural but can otherwise be turned into a supernatural. You may play any supernatural you desire, you may marry in a supernatural if you desire. If being a supernatural (or ultimately curing your challenge's supernatural lineage) is part of your story/journey, then that's that! Some generations include minor goals about supernaturals, but again, those are optional
- Life Length: I see this as a way to adjust difficulty on your challenge, and so you do not have to play on any specific length, nor do your points change per life length. It may not be "fair" to those that play on shorter/normal spans, but let's be accommodating to our friends who need more time and want to enjoy the journey, it's a friendly rivalry, not a cutthroat competition
- Mods & Cheats: You are allowed any mods you like, however, you may not use any mod or cheat to affect the needs of your sims; this includes, but is not limited to, using UI Cheats to drag the need up, using MCCC to Make Happy, or otherwise gaming the system. You are also not allowed to use any mod or cheat to affect the financial standing of your sims; this includes, but is not limited to, motherlode & kaching, MCCC Money Cheats, etc. If you have a mod that allows your sim to grow certain plans, then cure certain plants, then sell those plants to other sims, you're allowed that and it does count as a valid work-from-home career, have fun!
Starting Out
- Create the Founder: the Fool (see below), the only stipulation not listed below is that the Fool cannot start out as a supernatural
- Choose Major & Minor Goals, Aspiration, Traits, etc while creating the Fool
- Choose where to live - the Fool can live in any world but has to start on an empty lot or an apartment with TLC Lot Trait; however, the Fool can move anywhere after living on their initial lot for 1 week
- Choose how the Fool will make an income- the Fool cannot leave for work unless it is an Odd Job (in other words, the Fool should always be in your control, ISBI style).
- By this step, you have already begun!
Card 0 - The Fool
Rules
>> The Fool cannot have a Rabbit Hole job, or an occupation that would otherwise remove them from your control other than Odd Jobs. They may have a freelance occupation or work from home (if you have the EP).
>>The Fool must be the sim in your control for most of the time, you are allowed to switch to their children in order to take care of needs & homework, or set them on a task, but your primary focus should be the Fool (this will make some of the Magician's Minor Goals harder, but more satisfying in the end )
>>The Fool must have a garden on their lot (always), even if it is made up of a few indoor pots with gardening plants.
>>The Fool cannot move anyone else in unless it is for the birth of their child, then they and the child will be on their own again.
>>The Fool is allowed and encouraged to give keys to residence out to friends (City Living EP)
>>The Fool is allowed and encouraged to change homes, careers, and even lovers.
>>Concerning the Fool's "Yes-Person" Minor Goal, Club Goals, and Festival Goals: If you have to choose between things (are already out at PlaceA, and someone calls, you can choose to stay or go) the choice does not create a failure- it's just a choice. If you are taking care of the Fool or the Fool is parenting their children, these are not things you have to stop&drop to go out and adventure. You do not have to say yes or go out if your Fool is busy with self-care/parenting, and with some daily goals you don't even have to leave your home at all. Try to do them to the best of your ability and award yourself either 1/2 of the points or the whole.
Traits > Choose at least 1
BG> Cheerful, Goofball, Clumsy, Childish, Loves Outdoors, Good, Outgoing
EPs> Dance Machine (Get Together), Freegan (Eco Lifestyle)
Aspirations > All Optional
BaseGame
>> Painter Extraordinare, Musical Genius, Serial Romantic, Soulmate, Freelance Botanist, The Curator, Angling Ace, The Joke Star, Party Animal, Friend of the World
EPs
>> Friend of the Animals (Cats&Dogs), Extreme Sports Enthusiast (Snowy Escape), Master Maker (Eco Lifestyle), Archaeology Scholar (Jungle Adventure), Academic (University), City Native (City Living), Beach Life (Island Living), Mt. Komorebi Sightseer (Snowy Escape), Outdoor Enthusiast (Outdoor Retreat), Jungle Explorer (Jungle Adventure), Leader of the Pack (Get Together)
Major Goals > All Required/Choose 5
BaseGame
>>Max Gardening Skill
>>Max Charisma Skill
>>Have at least one child
>>*Daily: Leave Home Lot Once Per Day, for at least 3-5 hours per "adventure"
>>*Daily: Talk to Garden Plants Once Per Day
EPs
>>*Daily: Take your pet for a medium or long walk, or jog (Cats&Dogs)
>>Have a pet (Cats&Dogs)
>>Max Pet Training Skill (Cats&Dogs)
>>Max Dancing Skill (Get Together)
>>Gather with a club weekly (Get Together)
*You are only required to do 1 Daily task per day and can choose between these 3; of course, you are more than welcome to do them all!
If you switch around, award yourself Points for 1 Major Goal, if you manage to do 2-3 per day, award yourself the points accordingly.
Minor Goals > All Optional
BaseGame
>>Max Cooking Skill
>>Max Handiness Skill
>>Max Fishing Skill
>>Max Mixology Skill
>>***Have 21 Friends (to symbolize the other 21 Cards)
>>Have 0 Motive Failures
>>Own a bar (Home Object)
>>**Always say yes if the Fool is invited out by friends & neighbors - you can reject dates & romantic outings, though
>>Immortalitize the Fool via Portrait, this will be inherited by the Magician and can be done using Painting or Photography
>>Dress & Decorate the Fool's self & home in either Green, Yellow, or Orange hues
>>Grow only flowers in your garden, use the flowers for gifts with friends
>>Do not sell garden produce, use it for gifts or food
EPs
>>**Attend every festival (City Living)
>>Have a fully trained pet (Cats&Dogs)
>>Max Bowling Skill (Bowling Night Stuff)
>>Have a Bowling or Dancing Club (Bowling Night Stuff/Get Together)
>>Have weekend vacations (Outdoor Retreat/Jungle Adventure/Snowy Escape)
**You may choose between these; see the card rules between attempting to get both of these
***When counting friends you are allowed to count friends that have died as long as they were not a ghost when you befriended them
>> The Fool cannot have a Rabbit Hole job, or an occupation that would otherwise remove them from your control other than Odd Jobs. They may have a freelance occupation or work from home (if you have the EP).
>>The Fool must be the sim in your control for most of the time, you are allowed to switch to their children in order to take care of needs & homework, or set them on a task, but your primary focus should be the Fool (this will make some of the Magician's Minor Goals harder, but more satisfying in the end )
>>The Fool must have a garden on their lot (always), even if it is made up of a few indoor pots with gardening plants.
>>The Fool cannot move anyone else in unless it is for the birth of their child, then they and the child will be on their own again.
>>The Fool is allowed and encouraged to give keys to residence out to friends (City Living EP)
>>The Fool is allowed and encouraged to change homes, careers, and even lovers.
>>Concerning the Fool's "Yes-Person" Minor Goal, Club Goals, and Festival Goals: If you have to choose between things (are already out at PlaceA, and someone calls, you can choose to stay or go) the choice does not create a failure- it's just a choice. If you are taking care of the Fool or the Fool is parenting their children, these are not things you have to stop&drop to go out and adventure. You do not have to say yes or go out if your Fool is busy with self-care/parenting, and with some daily goals you don't even have to leave your home at all. Try to do them to the best of your ability and award yourself either 1/2 of the points or the whole.
Traits > Choose at least 1
BG> Cheerful, Goofball, Clumsy, Childish, Loves Outdoors, Good, Outgoing
EPs> Dance Machine (Get Together), Freegan (Eco Lifestyle)
Aspirations > All Optional
BaseGame
>> Painter Extraordinare, Musical Genius, Serial Romantic, Soulmate, Freelance Botanist, The Curator, Angling Ace, The Joke Star, Party Animal, Friend of the World
EPs
>> Friend of the Animals (Cats&Dogs), Extreme Sports Enthusiast (Snowy Escape), Master Maker (Eco Lifestyle), Archaeology Scholar (Jungle Adventure), Academic (University), City Native (City Living), Beach Life (Island Living), Mt. Komorebi Sightseer (Snowy Escape), Outdoor Enthusiast (Outdoor Retreat), Jungle Explorer (Jungle Adventure), Leader of the Pack (Get Together)
Major Goals > All Required/Choose 5
BaseGame
>>Max Gardening Skill
>>Max Charisma Skill
>>Have at least one child
>>*Daily: Leave Home Lot Once Per Day, for at least 3-5 hours per "adventure"
>>*Daily: Talk to Garden Plants Once Per Day
EPs
>>*Daily: Take your pet for a medium or long walk, or jog (Cats&Dogs)
>>Have a pet (Cats&Dogs)
>>Max Pet Training Skill (Cats&Dogs)
>>Max Dancing Skill (Get Together)
>>Gather with a club weekly (Get Together)
*You are only required to do 1 Daily task per day and can choose between these 3; of course, you are more than welcome to do them all!
If you switch around, award yourself Points for 1 Major Goal, if you manage to do 2-3 per day, award yourself the points accordingly.
Minor Goals > All Optional
BaseGame
>>Max Cooking Skill
>>Max Handiness Skill
>>Max Fishing Skill
>>Max Mixology Skill
>>***Have 21 Friends (to symbolize the other 21 Cards)
>>Have 0 Motive Failures
>>Own a bar (Home Object)
>>**Always say yes if the Fool is invited out by friends & neighbors - you can reject dates & romantic outings, though
>>Immortalitize the Fool via Portrait, this will be inherited by the Magician and can be done using Painting or Photography
>>Dress & Decorate the Fool's self & home in either Green, Yellow, or Orange hues
>>Grow only flowers in your garden, use the flowers for gifts with friends
>>Do not sell garden produce, use it for gifts or food
EPs
>>**Attend every festival (City Living)
>>Have a fully trained pet (Cats&Dogs)
>>Max Bowling Skill (Bowling Night Stuff)
>>Have a Bowling or Dancing Club (Bowling Night Stuff/Get Together)
>>Have weekend vacations (Outdoor Retreat/Jungle Adventure/Snowy Escape)
**You may choose between these; see the card rules between attempting to get both of these
***When counting friends you are allowed to count friends that have died as long as they were not a ghost when you befriended them
Card I - The Magician
Rules
>>Once the Magician chooses their fate (in University, Career, & Love), the fate is sealed and cannot be changed; this means they cannot change aspirations until the aspiration they are currently working on is complete.
>>Set a goal for the Magician, a "destiny" if you will, that they must accomplish: a giant house to leave to future generations, a big family, a lot of wealth, or anything! But they must have a life-goal, which will be your primary focus for this generation
>>The Magician cannot use a television or video games (via computer, phone, tv, or otherwise), or socialize on a computer. The Magician must gain fun from other means (preferably means that build skill, ie, painting, instrument, gardening, chess table, etc) and socialize the old fashioned way.
>>The Computer Whiz Aspiration is the only aspiration barred from the Magician, as it requires playing video games for fun
>>The Magician may only pursue a career in the Astronaut, Business, Freelancer, Secret Agent, Detective (GTW), Doctor (GTW), Scientist (GTW), Politician (City Living), Engineer (University), Law (University) careers
>>The Magician is also a solo-sim, and cannot move their romantic partner in except to birth children
Traits > Choose at least 1
BG> Active, Self-Assured, Geek, Perfectionist, Bookworm, Ambitious, Materialistic, Loner
EPs> Self-Absorbed (Get Famous)
Aspirations > All Optional
BaseGame
>> Successful Lineage, Fabulously Wealthy, Mansion Baron, Renaissance Sim, Nerd Brain
EPs
>> Archaeology Scholar (Jungle Adventure), Academic (University)
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Logic Skill
>>Must have at least two children
>>Find a career that calls to the Magician
>>Befriend all coworkers
>>Reach the top level of the career
EPs
>>Lead a club (Get Together)
>>Get a degree with a 4.0 GPA (University)
>>Join a social group in University (University)
>>Get to the highest level in your social group (University)
>>Play a sport in University (University)
Minor Goals > All Optional
BaseGame
>>Max an Instrument Skill
>>Host a party for the Magician's coworkers once a week
>>Dress & Decorate the Magician's self & home in either Red or White hues (or a combination)
>>Have a great relationship with your children
>>Donate to charity every week in equal to your career level (1=§100, 2=§200, all the way up to 10=§1,000)
>>As a teen have the Magician take a part-time career or after-school activity (if you have the EP)
>>Get to the top of the teen career when the Magician is a teen (or After School Activity)
>>Don't use the Reward Traits: Never Weary, Forever Full, Forever Fresh, Needs No One
EPs
>>Max the Research & Debate Skill (University)
>>Buy 10 upgrades for your club (Get Together)
>>Build a club hangout on a community lot (Get Together)
>>Choose a profession for the Magician's career (Get To Work)
>>Raise children with all 5 Character Values maxed (Parenthood)
>>Raise the Magician with the Top-Notch Toddler trait (Parenthood)
>>Once the Magician chooses their fate (in University, Career, & Love), the fate is sealed and cannot be changed; this means they cannot change aspirations until the aspiration they are currently working on is complete.
>>Set a goal for the Magician, a "destiny" if you will, that they must accomplish: a giant house to leave to future generations, a big family, a lot of wealth, or anything! But they must have a life-goal, which will be your primary focus for this generation
>>The Magician cannot use a television or video games (via computer, phone, tv, or otherwise), or socialize on a computer. The Magician must gain fun from other means (preferably means that build skill, ie, painting, instrument, gardening, chess table, etc) and socialize the old fashioned way.
>>The Computer Whiz Aspiration is the only aspiration barred from the Magician, as it requires playing video games for fun
>>The Magician may only pursue a career in the Astronaut, Business, Freelancer, Secret Agent, Detective (GTW), Doctor (GTW), Scientist (GTW), Politician (City Living), Engineer (University), Law (University) careers
>>The Magician is also a solo-sim, and cannot move their romantic partner in except to birth children
Traits > Choose at least 1
BG> Active, Self-Assured, Geek, Perfectionist, Bookworm, Ambitious, Materialistic, Loner
EPs> Self-Absorbed (Get Famous)
Aspirations > All Optional
BaseGame
>> Successful Lineage, Fabulously Wealthy, Mansion Baron, Renaissance Sim, Nerd Brain
EPs
>> Archaeology Scholar (Jungle Adventure), Academic (University)
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Logic Skill
>>Must have at least two children
>>Find a career that calls to the Magician
>>Befriend all coworkers
>>Reach the top level of the career
EPs
>>Lead a club (Get Together)
>>Get a degree with a 4.0 GPA (University)
>>Join a social group in University (University)
>>Get to the highest level in your social group (University)
>>Play a sport in University (University)
Minor Goals > All Optional
BaseGame
>>Max an Instrument Skill
>>Host a party for the Magician's coworkers once a week
>>Dress & Decorate the Magician's self & home in either Red or White hues (or a combination)
>>Have a great relationship with your children
>>Donate to charity every week in equal to your career level (1=§100, 2=§200, all the way up to 10=§1,000)
>>As a teen have the Magician take a part-time career or after-school activity (if you have the EP)
>>Get to the top of the teen career when the Magician is a teen (or After School Activity)
>>Don't use the Reward Traits: Never Weary, Forever Full, Forever Fresh, Needs No One
EPs
>>Max the Research & Debate Skill (University)
>>Buy 10 upgrades for your club (Get Together)
>>Build a club hangout on a community lot (Get Together)
>>Choose a profession for the Magician's career (Get To Work)
>>Raise children with all 5 Character Values maxed (Parenthood)
>>Raise the Magician with the Top-Notch Toddler trait (Parenthood)
Card II - The High Priestess
Rules
>>The High Priestess must take "quiet time" away from their family one a day, if you have Spa Day, this will be the Meditation main goal, if you do not have Spa Day, this involves the Painting Skill main goal; you can (and should try to) do both goals if possible
>>The High Priestess must have their own special sanctuary in their home, a room (even a small 2x3) all to their own and their quiet time- no one else must be allowed in this room, use Lock Doors if needed
>>Similar to the Magician, the High Priestess cannot use television or video games to raise the fun needs
>>The High Priestess can only be employed in a part-time or work from home career
>>The High Priestess is welcome to move her romantic interest in permanently and even encouraged to give their romantic interest their own quiet time room
Traits > All Optional
BG> Gloomy, Art Lover, Bookworm, Neat, Vegetarian, Loner
EPs> Unflirty (City Living), Green Fiend (Eco Living), Proper (Snowy Escape)
Aspirations > All Optional
BaseGame
>> Bodybuilder, Painter Extraordinaire, Soulmate, Freelance Botanist, The Curator,
EPs
>> Lord/Lady of the Knits (Nifty Knitting), Beach Life (Island Living), Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Max Painting Skill
>>Max Gardening Skill
>>Paint one painting every day
>>Adopt at least one child
>>Have at least two children (including adopted)
EPs
>>Max Wellness Skill (Spa Day)
>>Meditate once every day (Spa Day)
>>Do yoga frequently (~3x a week or more) (Spa Day)
>>Live Off The Grid (Eco Living)
Minor Goals > All Optional
BaseGame
>>Dress & Decorate the High Priestess' self & home in either Purple, Pink, White, or Black hues (or a combination!)
>>Paint one of every emotional painting to hang up in the High Priestess' home
>>Max the Athletic Skill
>>Max the Logic Skill
>>Max the Photography Skill
>>Take photos frequently (~3x a week or more)
>>Read to children often (~2x a week or more)
>>Max an instrument
>>Have great relationship with children
EPs
>>Max Mediumship Skill (Paranormal)
>>Live in a home with the Haunted House lot trait (Paranormal)
>>Max Herbalism Skill (Outdoor Retreat)
>>Max Pipe Organ Skill (Vampires)
>>Max Knitting Skill (Nifty Knitting)
>>Give knitted gifts whenever possible (Nifty Knitting)
>>Have a pet cat (Cats&Dogs)
>>Max Selvadoradian Culture (Jungle Adventure)
>>The High Priestess must take "quiet time" away from their family one a day, if you have Spa Day, this will be the Meditation main goal, if you do not have Spa Day, this involves the Painting Skill main goal; you can (and should try to) do both goals if possible
>>The High Priestess must have their own special sanctuary in their home, a room (even a small 2x3) all to their own and their quiet time- no one else must be allowed in this room, use Lock Doors if needed
>>Similar to the Magician, the High Priestess cannot use television or video games to raise the fun needs
>>The High Priestess can only be employed in a part-time or work from home career
>>The High Priestess is welcome to move her romantic interest in permanently and even encouraged to give their romantic interest their own quiet time room
Traits > All Optional
BG> Gloomy, Art Lover, Bookworm, Neat, Vegetarian, Loner
EPs> Unflirty (City Living), Green Fiend (Eco Living), Proper (Snowy Escape)
Aspirations > All Optional
BaseGame
>> Bodybuilder, Painter Extraordinaire, Soulmate, Freelance Botanist, The Curator,
EPs
>> Lord/Lady of the Knits (Nifty Knitting), Beach Life (Island Living), Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Max Painting Skill
>>Max Gardening Skill
>>Paint one painting every day
>>Adopt at least one child
>>Have at least two children (including adopted)
EPs
>>Max Wellness Skill (Spa Day)
>>Meditate once every day (Spa Day)
>>Do yoga frequently (~3x a week or more) (Spa Day)
>>Live Off The Grid (Eco Living)
Minor Goals > All Optional
BaseGame
>>Dress & Decorate the High Priestess' self & home in either Purple, Pink, White, or Black hues (or a combination!)
>>Paint one of every emotional painting to hang up in the High Priestess' home
>>Max the Athletic Skill
>>Max the Logic Skill
>>Max the Photography Skill
>>Take photos frequently (~3x a week or more)
>>Read to children often (~2x a week or more)
>>Max an instrument
>>Have great relationship with children
EPs
>>Max Mediumship Skill (Paranormal)
>>Live in a home with the Haunted House lot trait (Paranormal)
>>Max Herbalism Skill (Outdoor Retreat)
>>Max Pipe Organ Skill (Vampires)
>>Max Knitting Skill (Nifty Knitting)
>>Give knitted gifts whenever possible (Nifty Knitting)
>>Have a pet cat (Cats&Dogs)
>>Max Selvadoradian Culture (Jungle Adventure)
Card III - The Empress
Rules
>>The Empress must always Try for a Baby, and can only ever "Woohoo" if you use a risky woohoo mod, and the chance should be set at 33% if possible (it is possible with MCCC, which is what I use)
>>The fun restrictions are lifted with the Empress, and the digital entertainment (TV&video games) are again available
>>The Empress should not WooHoo or Try for a Baby until living with their partner or marriage- whichever is best for your playstyle & story
>>The Empress should focus on a creative career: Culinary (either branch), Freelancer (Artist, Writer, Crafter [Eco Living]), Painter (either branch), Writer (either branch), Gardener (Seasons, either branch), Actor (Get Famous)-- however, the Empress can choose to have no official career at all and instead float between creative pursuits
>>None of the Empress' children can attend Daycare more than 3 times as a toddler (unrestricted as infants); the Empress must be home to care for the children themselves
Traits > Choose at least 1 in addition to Family-Oriented (required)
BG> Cheerful, Creative, Romantic, Foodie, Music Lover, Neat, Vegetarian, Good, Jealous
EPs> --
Aspirations > 2 Required / Rest Optional
BaseGame
>>Soulmate (Required)
>>Painter Extraordinaire, Musical Genius, Bestselling Author, Successful Lineage, Big Happy Family, Master Chef, Master Mixologist, Renaissance Sim, Freelance Botanist
EPs
>>Super Parent (Required if you have Pack, Parenthood)
>>Friend of the Animals (Cats&Dogs), Master Actor/Actress (Get Famous), Master Maker (Eco Living), Lord/Lady of the Knits (Nifty Knitting), Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Have one lover throughout the Empress' lifetime
>>Have at least 5 children (including adoption)
>>Adopt at least 2 children
>>Have a great relationship with children & family
>>Every one of the Empress' children must complete at least one Childhood Aspiration of your choice
>>Have a garden
EPs
>>Max Parenting Skill (Parenthood)
>>Raise all toddlers to grow up with the Happy Toddler Trait (4 Toddler skills at Lvl3) (Parenthood)
>>Raise all children/teens with all 3+ Character Values maxed (Parenthood)
Minor Goals > All Optional
BaseGame
>>Never cheat on the Empress' lover
>>Marry Empress' lover
>>Take Empress' lover on a date once a week
>>When adopting, adopt only babies or toddlers
>>Max Cooking Skill
>>Max Gourmet Cooking Skill
>>Max Gardening Skill
>>Use garden produce for cooking
>>Eventually feed the Empress' family nothing but Gourmet Cooking
>>Max Painting Skill
>>Immortalitize the Empress via portrait
>>Max an instrument skill
>>Make the Empress 3 different outfits per outfit category & update these at every birthday (including birthday of children, not just their own birthdays)
>>Never let the Empress lose a friend due to neglect; once a friend is made they must be kept as a friend
EPs
>>Dress all of the Empress' children in items the Empress has knitted and gifted to the children (Nifty Knitting)
>>Max Knitting Skill (Nifty Knitting)
>>Dress all infants & toddlers in knitted onesies (Nifty Knitting)
>>Raise all children to have no negative Character Values (Parenthood)
>>Max the Baking Skill (Get to Work)
>>Max the Wellness Skill (Spa Day)
>>Have a family pet (or a few family pets) (Cats&Dogs)
>>Fully train the family pet(s) (Cats&Dogs)
>>Max Pet Training Skill (Cats&Dogs)
>>Max Flower Arranging Skill (Seasons)
>>The Empress must always Try for a Baby, and can only ever "Woohoo" if you use a risky woohoo mod, and the chance should be set at 33% if possible (it is possible with MCCC, which is what I use)
>>The fun restrictions are lifted with the Empress, and the digital entertainment (TV&video games) are again available
>>The Empress should not WooHoo or Try for a Baby until living with their partner or marriage- whichever is best for your playstyle & story
>>The Empress should focus on a creative career: Culinary (either branch), Freelancer (Artist, Writer, Crafter [Eco Living]), Painter (either branch), Writer (either branch), Gardener (Seasons, either branch), Actor (Get Famous)-- however, the Empress can choose to have no official career at all and instead float between creative pursuits
>>None of the Empress' children can attend Daycare more than 3 times as a toddler (unrestricted as infants); the Empress must be home to care for the children themselves
Traits > Choose at least 1 in addition to Family-Oriented (required)
BG> Cheerful, Creative, Romantic, Foodie, Music Lover, Neat, Vegetarian, Good, Jealous
EPs> --
Aspirations > 2 Required / Rest Optional
BaseGame
>>Soulmate (Required)
>>Painter Extraordinaire, Musical Genius, Bestselling Author, Successful Lineage, Big Happy Family, Master Chef, Master Mixologist, Renaissance Sim, Freelance Botanist
EPs
>>Super Parent (Required if you have Pack, Parenthood)
>>Friend of the Animals (Cats&Dogs), Master Actor/Actress (Get Famous), Master Maker (Eco Living), Lord/Lady of the Knits (Nifty Knitting), Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Have one lover throughout the Empress' lifetime
>>Have at least 5 children (including adoption)
>>Adopt at least 2 children
>>Have a great relationship with children & family
>>Every one of the Empress' children must complete at least one Childhood Aspiration of your choice
>>Have a garden
EPs
>>Max Parenting Skill (Parenthood)
>>Raise all toddlers to grow up with the Happy Toddler Trait (4 Toddler skills at Lvl3) (Parenthood)
>>Raise all children/teens with all 3+ Character Values maxed (Parenthood)
Minor Goals > All Optional
BaseGame
>>Never cheat on the Empress' lover
>>Marry Empress' lover
>>Take Empress' lover on a date once a week
>>When adopting, adopt only babies or toddlers
>>Max Cooking Skill
>>Max Gourmet Cooking Skill
>>Max Gardening Skill
>>Use garden produce for cooking
>>Eventually feed the Empress' family nothing but Gourmet Cooking
>>Max Painting Skill
>>Immortalitize the Empress via portrait
>>Max an instrument skill
>>Make the Empress 3 different outfits per outfit category & update these at every birthday (including birthday of children, not just their own birthdays)
>>Never let the Empress lose a friend due to neglect; once a friend is made they must be kept as a friend
EPs
>>Dress all of the Empress' children in items the Empress has knitted and gifted to the children (Nifty Knitting)
>>Max Knitting Skill (Nifty Knitting)
>>Dress all infants & toddlers in knitted onesies (Nifty Knitting)
>>Raise all children to have no negative Character Values (Parenthood)
>>Max the Baking Skill (Get to Work)
>>Max the Wellness Skill (Spa Day)
>>Have a family pet (or a few family pets) (Cats&Dogs)
>>Fully train the family pet(s) (Cats&Dogs)
>>Max Pet Training Skill (Cats&Dogs)
>>Max Flower Arranging Skill (Seasons)
Card IV - The Emperor
Rules
>>Your Emperor must have a vision to manifest, similar to the Magician- this vision must be a material goal rather than a spiritual or skill-based goal, so it must deal with building the home, the career, or even a business if you have Get to Work.
>>The Emperor should not WooHoo or Try for a Baby until their partner is moved in or married to them; however, they are not limited to just Trying for a Baby as the Empress was
>>Similar to the Magician, once the Emperor decides something they are "locked-in", this includes where they live/move to when they take over the Cards, where they work, who they marry, and to skills- once the Emperor learns a skill point of one skill he should attempt to max it over his lifetime. The Emperor also cannot switch Aspirations until the current aspiration is complete.
>>The Emperor must get married
>>The Emperor is very encouraged to attend University, if available (University)
Traits > Choose at least 1 in addition to Materialistic (required)
BG>Active, Genius, Self-Assured, Snob, Neat, Bro, Family Orientated, Jealous
EPs>Self-Absorbed (Get Famous)
Aspirations > 2 Required / Rest Optional
BaseGame
>>Fabulously Wealthy (Required), Soulmate (Required)
>>Bodybuilder, Successful Lineage, Big Happy Family, Mansion Baron
EPs
>> Academic (University), StrangerVille Mystery (StrangerVille), Eco Innovator (Eco Living), Leader of the Pack (Get Together)
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Athletic Skill
>>Max Logic Skill
>>Have at least 3 children (adopted or biological)
>>Get a career
>>Reach level 10 in the career
EPs
>>Max the Rock Climbing Skill (Snowy Escape)
>>Get a degree before getting a career (University)
Minor Goals > All Optional
BaseGame
>>Marry the Emperor's High School Sweetheart*
>>Adopt the majority of the Emperor's children
>>Have a great relationship with spouse & children
>>Have a family game night once a week (feel free to invite extended family!)
>>Go for a morning jog around the same time every day
>>Max any skill that the Emperor begins to learn (this can be repeated for more points)
>>Do not have the Emperor go out of their way to make friends outside their family
>>Have the Emperor & their spouse go on a date once a week (and leave the home to do it)
>>Have a garden (a nod to the Empress)
>>Build the Emperor a home office
EPs
>>Marry the Emperor's University Sweetheart* (University)
>>Graduate University with a 4.0 GPA (University)
>>Create a store for the Emperor to run instead of a Career (Get to Work)
>>When the Emperor marries, go on honeymoon for at least 4 days (3 nights) (Outdoor Retreat/Jungle Adventure)
*You have to pick between these two Minor Goals, if you have the Packs available.
>>Your Emperor must have a vision to manifest, similar to the Magician- this vision must be a material goal rather than a spiritual or skill-based goal, so it must deal with building the home, the career, or even a business if you have Get to Work.
>>The Emperor should not WooHoo or Try for a Baby until their partner is moved in or married to them; however, they are not limited to just Trying for a Baby as the Empress was
>>Similar to the Magician, once the Emperor decides something they are "locked-in", this includes where they live/move to when they take over the Cards, where they work, who they marry, and to skills- once the Emperor learns a skill point of one skill he should attempt to max it over his lifetime. The Emperor also cannot switch Aspirations until the current aspiration is complete.
>>The Emperor must get married
>>The Emperor is very encouraged to attend University, if available (University)
Traits > Choose at least 1 in addition to Materialistic (required)
BG>Active, Genius, Self-Assured, Snob, Neat, Bro, Family Orientated, Jealous
EPs>Self-Absorbed (Get Famous)
Aspirations > 2 Required / Rest Optional
BaseGame
>>Fabulously Wealthy (Required), Soulmate (Required)
>>Bodybuilder, Successful Lineage, Big Happy Family, Mansion Baron
EPs
>> Academic (University), StrangerVille Mystery (StrangerVille), Eco Innovator (Eco Living), Leader of the Pack (Get Together)
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Athletic Skill
>>Max Logic Skill
>>Have at least 3 children (adopted or biological)
>>Get a career
>>Reach level 10 in the career
EPs
>>Max the Rock Climbing Skill (Snowy Escape)
>>Get a degree before getting a career (University)
Minor Goals > All Optional
BaseGame
>>Marry the Emperor's High School Sweetheart*
>>Adopt the majority of the Emperor's children
>>Have a great relationship with spouse & children
>>Have a family game night once a week (feel free to invite extended family!)
>>Go for a morning jog around the same time every day
>>Max any skill that the Emperor begins to learn (this can be repeated for more points)
>>Do not have the Emperor go out of their way to make friends outside their family
>>Have the Emperor & their spouse go on a date once a week (and leave the home to do it)
>>Have a garden (a nod to the Empress)
>>Build the Emperor a home office
EPs
>>Marry the Emperor's University Sweetheart* (University)
>>Graduate University with a 4.0 GPA (University)
>>Create a store for the Emperor to run instead of a Career (Get to Work)
>>When the Emperor marries, go on honeymoon for at least 4 days (3 nights) (Outdoor Retreat/Jungle Adventure)
*You have to pick between these two Minor Goals, if you have the Packs available.
From Boberta Plums
Notice how thus far, things have been quite positive and upbeat? That's because things are new and fresh, and like any new and fresh journey, things are exciting and optimistic! With the Fool we learn to explore safely, with the Magician we learn to narrow our exploring to what we wish to manifest in life (while realizing we are capable, we are strong, and we have everything we need to succeed within us). When we meet the High Priestess she shows us our deeper selves and helps us quiet the outside world to listen to our inside world and inner voice, and with these first three skills, we are ready for the Empress and Emperor. The Empress helps us take these three skills and truly conceptualize that life-goal, to an extent she also prepares us for the pain of birthing that goal, the pain of hardship and delays, and she helps us not get discouraged by those things. By not getting discouraged by setbacks we eventually find ourselves at the Emperor who is ready to show us the world and all we can have within it if only we apply ourselves dedicatedly. He explains that we are our own authority, that we are more powerful than we have ever thought, and that-again-we are capable. The journey is just beginning, and we are more than ready for what is to come, but we will have to remember to rely on this foundation as we continue into our journey & life-goals.
Card V - The Hierophant
Some sources see this card as the male counterpart to the High Priestess, but that's not how I see it, so that's not how I'm going to explain it- if that's how you prefer to see it, though, have at it!!
Rules
>>The Hierophant can have any familial structure that you desire
>>The Hierophant will take "reflection time" for their beliefs by either meditating (Spa Day) or jogging twice a day, you do not have to try to do both of these goals at the same time, but they are both listed under Major goals.
>>Choose the Hierophant's moral compass by deciding between the Evil or Good traits
>>Choose something your Hierophant will partake in weekly- an outing to a specific place, a club meeting, etc.
Traits > All Optional, (Good required)
BG>Genius, Self-Assured, Art-Lover, Music Lover, Perfectionist, Neat, Vegetarian, Loner
EPs>Child of the Island (Island Living), Green Fiend (Eco Living)
Aspirations > All Optional - Evil or Good Required
BaseGame
>>Bodybuilder, Bestselling Author, Successful Lineage, Renaissance Sim, The Curator,
EPs
>> Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Reflection Time: Jog 2x a day (morning & evening)
>>Adopt at least one child
>>Have a creative hobby skill & max it (instrument, painting, photography, etc)
>>Do something you feel is "evil" or "good" every day, accordingly to the Hierophant's own trait
>>Take the Hierophant to do a specific task weekly (see Card Rules)
>>Have the Hierophant live into elderhood and die of old age
EPs
>>Reflection Time: Meditate 2x a day (morning & evening) (Spa Day)
>>Litter or Recycle according to Hierophant's chosen Moral Trait (Eco Living)
Minor Goals > All Optional
BaseGame
>>Have 0 Motive Failures
>>Do not hold a traditional Rabbit-Hole job
>>Only have adopted children (accidental children do not fail this)
>>Have Hierophant take children&family to parks for picnics, play time, & family outings
>>Regularly invest time in the Hierophant's marriage (date nights, or have them take a walk in the neighborhood, anything)
>>Have a garden (can be used for food or for money)
>>Use books to read skills (exceptions allowed depending on your own playstyle)
EPs
>>Have the Hierophant grow up with the Responsible Trait (Parenthood, Done during Emperor's Generation)
>>Have the Hierophant in a club with a trait requirement (Get Together)
>>Live in a Green or Industrial neighborhood according to the Hierophant's chosen Moral Trait (Eco Living)
>>Live in a Tiny Home (Eco Living)
>>Max Mediumship Skill (Paranormal)
>>Take vacations (Outdoor Retreat/Jungle Adventure/Snowy Escape)
>>Max Yoga Skill (Spa Day)
>>The Hierophant can have any familial structure that you desire
>>The Hierophant will take "reflection time" for their beliefs by either meditating (Spa Day) or jogging twice a day, you do not have to try to do both of these goals at the same time, but they are both listed under Major goals.
>>Choose the Hierophant's moral compass by deciding between the Evil or Good traits
>>Choose something your Hierophant will partake in weekly- an outing to a specific place, a club meeting, etc.
Traits > All Optional, (Good required)
BG>Genius, Self-Assured, Art-Lover, Music Lover, Perfectionist, Neat, Vegetarian, Loner
EPs>Child of the Island (Island Living), Green Fiend (Eco Living)
Aspirations > All Optional - Evil or Good Required
BaseGame
>>Bodybuilder, Bestselling Author, Successful Lineage, Renaissance Sim, The Curator,
EPs
>> Outdoor Enthusiast (Outdoor Retreat)
Major Goals> All Required/Choose 5
BaseGame
>>Reflection Time: Jog 2x a day (morning & evening)
>>Adopt at least one child
>>Have a creative hobby skill & max it (instrument, painting, photography, etc)
>>Do something you feel is "evil" or "good" every day, accordingly to the Hierophant's own trait
>>Take the Hierophant to do a specific task weekly (see Card Rules)
>>Have the Hierophant live into elderhood and die of old age
EPs
>>Reflection Time: Meditate 2x a day (morning & evening) (Spa Day)
>>Litter or Recycle according to Hierophant's chosen Moral Trait (Eco Living)
Minor Goals > All Optional
BaseGame
>>Have 0 Motive Failures
>>Do not hold a traditional Rabbit-Hole job
>>Only have adopted children (accidental children do not fail this)
>>Have Hierophant take children&family to parks for picnics, play time, & family outings
>>Regularly invest time in the Hierophant's marriage (date nights, or have them take a walk in the neighborhood, anything)
>>Have a garden (can be used for food or for money)
>>Use books to read skills (exceptions allowed depending on your own playstyle)
EPs
>>Have the Hierophant grow up with the Responsible Trait (Parenthood, Done during Emperor's Generation)
>>Have the Hierophant in a club with a trait requirement (Get Together)
>>Live in a Green or Industrial neighborhood according to the Hierophant's chosen Moral Trait (Eco Living)
>>Live in a Tiny Home (Eco Living)
>>Max Mediumship Skill (Paranormal)
>>Take vacations (Outdoor Retreat/Jungle Adventure/Snowy Escape)
>>Max Yoga Skill (Spa Day)
Card VI - The Lovers
As the previous cards have mentioned, this card is representative of the great marriage between the Empress & Emperor; you can let that influence you if you want, but you do not have to.
For the purposes of the challenge, it will focus primarily on the love/romantic aspect.
Rules
>>The Lover must get married (but is also welcome to get divorced)
>>The Lover, regardless of gender, must always try for a baby, or risky woohoo must be set at 33% and no birth control used
>>The Lover is welcome to move in their lover(s)- as many as you decide or want, you can have a polyamorous household or a traditional nuclear household. See below for additional rules
>>You have to play the lovers that move into the household and are not limited to play just the Lover. Get the lovers jobs, pursue their aspirations, etc. They can only stay home as child-care providers if they have the Family Orientated Trait
>>The Lover can not be a stay-at-home parent.
>>All of the Lover's children must live with them unless you have a full household of only children & the Lover (Children take priority over the partners of the Lover)
Traits > Choose 1 in addition to Romantic (required)
BG>Cheerful, Creative, Art Lover, Music Lover, Loves Outdoors, Materialistic, Snob, Jealous
EPs>Cat Lover (Cats&Dogs), Child of the Islands (Island Living), Child of the Ocean (Island Living), Dog Lover (Cats&Dogs)
Aspirations > 1 Required / Rest Optional
BaseGame
>>Choose a Romance Aspiration: Serlial Romantic [and/or] Soulmate
>>Painter Extraordinaire, Musical Genius, Bestselling Author, Successful Lineage, Big Happy Family, Master Chef, Master Mixologist, Fabulously Wealthy, Freelance Botanist, The Curator
EPs
>>Master Actor/Actress (Get Famous), Friend of the Animals (Cats&Dogs), Super Parent (Parenthood),
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Mixology Skill
>>Max Comedy Skill
>>Have 4+ children (not including adopted)
>>Have a Gourmet Meal with the Lover's entire family once per week (can overlap with other Minor Goals)
>>Max Lover's career
EPs
>>Max Singing Skill (City Living)
>>Max Parenting Skill (Parenting)
>>Have the Lovers' children all grow up with the Empathy & Emotional Control Character Values in range for the trait (Parenting)
Minor Goals > All Optional
BaseGame
>>Max Creativity Skill (when the Lover is a Child, during Hierophant's play)
>>Adopt a child in addition to having biological children
>>Do not parentify any of the older children, do not make them into child caretakers- they can help out but they should not be a replacement for an actual parent
>>Take Lover & lover's partner out on a date once per week
>>Throw a Dinner Party once per week
>>Give the Lover the Beguiling Aspiration Reward Trait
>>Give the Lover the Fertile Aspiration Reward Trait
>>Give the Lover the Great Kisser Aspiration Reward Trait
>>Do Not give the Lover the Forever Full, Never Weary, Forever Fresh, or the Seldom Sleepy Aspiration Reward Trait
EPs
>>Have the Lover grow up with the Emotional Control Character Value in range for the trait (when the Lover is a Child-Teen, during Hierophant's play) (Parenthood)
>>Max Flower Arranging Skill (Seasons)
>>Give flower arrangements as gifts (Seasons)
>>Create a holiday each season with 4 traditions to be celebrated by the Lover & their family (Seasons)
>>Have the Lover celebrate each major holiday (Love Day, Harvestfest, Winterfest, & NYE) (Seasons)
>>Always have the Lover participate in Night on the Town holiday (Seasons)
>>Let the Lovers' children pursue Afterschool Activities, keep teenagers in their activity instead of getting a job (Seasons/Get Famous)
>>The Lover must get married (but is also welcome to get divorced)
>>The Lover, regardless of gender, must always try for a baby, or risky woohoo must be set at 33% and no birth control used
>>The Lover is welcome to move in their lover(s)- as many as you decide or want, you can have a polyamorous household or a traditional nuclear household. See below for additional rules
>>You have to play the lovers that move into the household and are not limited to play just the Lover. Get the lovers jobs, pursue their aspirations, etc. They can only stay home as child-care providers if they have the Family Orientated Trait
>>The Lover can not be a stay-at-home parent.
>>All of the Lover's children must live with them unless you have a full household of only children & the Lover (Children take priority over the partners of the Lover)
Traits > Choose 1 in addition to Romantic (required)
BG>Cheerful, Creative, Art Lover, Music Lover, Loves Outdoors, Materialistic, Snob, Jealous
EPs>Cat Lover (Cats&Dogs), Child of the Islands (Island Living), Child of the Ocean (Island Living), Dog Lover (Cats&Dogs)
Aspirations > 1 Required / Rest Optional
BaseGame
>>Choose a Romance Aspiration: Serlial Romantic [and/or] Soulmate
>>Painter Extraordinaire, Musical Genius, Bestselling Author, Successful Lineage, Big Happy Family, Master Chef, Master Mixologist, Fabulously Wealthy, Freelance Botanist, The Curator
EPs
>>Master Actor/Actress (Get Famous), Friend of the Animals (Cats&Dogs), Super Parent (Parenthood),
Major Goals> All Required/Choose 5
BaseGame
>>Max Charisma Skill
>>Max Mixology Skill
>>Max Comedy Skill
>>Have 4+ children (not including adopted)
>>Have a Gourmet Meal with the Lover's entire family once per week (can overlap with other Minor Goals)
>>Max Lover's career
EPs
>>Max Singing Skill (City Living)
>>Max Parenting Skill (Parenting)
>>Have the Lovers' children all grow up with the Empathy & Emotional Control Character Values in range for the trait (Parenting)
Minor Goals > All Optional
BaseGame
>>Max Creativity Skill (when the Lover is a Child, during Hierophant's play)
>>Adopt a child in addition to having biological children
>>Do not parentify any of the older children, do not make them into child caretakers- they can help out but they should not be a replacement for an actual parent
>>Take Lover & lover's partner out on a date once per week
>>Throw a Dinner Party once per week
>>Give the Lover the Beguiling Aspiration Reward Trait
>>Give the Lover the Fertile Aspiration Reward Trait
>>Give the Lover the Great Kisser Aspiration Reward Trait
>>Do Not give the Lover the Forever Full, Never Weary, Forever Fresh, or the Seldom Sleepy Aspiration Reward Trait
EPs
>>Have the Lover grow up with the Emotional Control Character Value in range for the trait (when the Lover is a Child-Teen, during Hierophant's play) (Parenthood)
>>Max Flower Arranging Skill (Seasons)
>>Give flower arrangements as gifts (Seasons)
>>Create a holiday each season with 4 traditions to be celebrated by the Lover & their family (Seasons)
>>Have the Lover celebrate each major holiday (Love Day, Harvestfest, Winterfest, & NYE) (Seasons)
>>Always have the Lover participate in Night on the Town holiday (Seasons)
>>Let the Lovers' children pursue Afterschool Activities, keep teenagers in their activity instead of getting a job (Seasons/Get Famous)
Card VII - The Chariot
Rules
>>The Chariot must marry someone with at least one conflicting/opposite trait to one of the Chariot's traits
>>The Chariot cannot get divorced and must stay married to this person
>>The Chariot should be a regular sim, so if your line has been transformed into a supernatural line, this is when they'll be cured back into human-oid sims.
>>The Chariot is allowed any traits, even if they conflict with the traits listed- to flow with the theme of balancing your strengths&weaknesses, it will be up to you (the Player) to balance the traits how you like them, see below
>>The Chariot should be comprised of 1 Negative Trait, 1 Positive Trait, 1 Neutral/Hobby Trait. These Negative/Positive/Neutral are up to your definitions, not mine, and any extra trait slots can be used however you like though I would suggest not "tipping" the "balance", this is your journey in the end.
Traits > All Optional, See Rules
BG>Active, Cheerful, Genius, Gloomy, Hot-Headed, Bookworm, Geek, Ambitious
EPs>Adventurous (Snowy Escape)
Aspirations > All Optional
BaseGame
>>Bodybuilder, Fabulously Wealthy, Mansion Baron, Renaissance Sim, Nerd Brain, Computer Whiz
EPs
>>Extreme Sports Enthusiast (Snowy Escape), Archaeology Scholar (Jungle Adventure), Academic (University)
Major Goals> All Required/Choose 5
BaseGame
>>*Daily: Go for a jog once a day
>>Max Fitness Skill
>>Get to Level 10 of any career
>>Befriend all coworkers
>>Max an Instrument Skill
EPs
>>*Daily: Take a pet on a jog/long walk once a day (Cats&Dogs)
>>*Daily: Practice yoga for at least 1hr once a day (Spa Day)
>>Max Wellness Skill (Spa Day)
>>Earn a Degree (University)
>>Max Rock Climbing Skill (Snowy Escape)
*You may choose between these 3 goals, or attempt to do multiple and award yourself partial points on completion
Minor Goals > All Optional
BaseGame
>>Complete the Chariot's Child Aspiration (During Lover's Playthrough)
>>Marry a sim of the opposite gender as the Chariot
>>Do not use any Potions from the Aspiration Reward Store (Including any potions from EPs, if you have any)
>>Do not use the Morning Sim or Night Owl Aspiration Reward Traits.
>>Have 0 Motive Failures
>>Never have an encounter with the RepoMan
>>Build a large garden (with Buy&Build mode or with Gardening Skill)
>>Complete a collection and display it in the home
>>Have a party once per week - does not have to be a goaled event
EPs
>>Instead of a career, have a Restaurant, Vet, or Business (Dine Out, Cats&Dogs or Get to Work, add the Minor Points to the Major points if you get 10 perks)
>>Have 2 pets (Cats&Dogs)
>>Be a member of a club, gather weekly (Get Together)
>>Keep a neutral reputation or within one level of neutral- never Great or Awful or past that (Get Famous)
>>Keep your Neighborhood's Eco Footprint neutral (Eco Living)
>>The Chariot must marry someone with at least one conflicting/opposite trait to one of the Chariot's traits
>>The Chariot cannot get divorced and must stay married to this person
>>The Chariot should be a regular sim, so if your line has been transformed into a supernatural line, this is when they'll be cured back into human-oid sims.
>>The Chariot is allowed any traits, even if they conflict with the traits listed- to flow with the theme of balancing your strengths&weaknesses, it will be up to you (the Player) to balance the traits how you like them, see below
>>The Chariot should be comprised of 1 Negative Trait, 1 Positive Trait, 1 Neutral/Hobby Trait. These Negative/Positive/Neutral are up to your definitions, not mine, and any extra trait slots can be used however you like though I would suggest not "tipping" the "balance", this is your journey in the end.
Traits > All Optional, See Rules
BG>Active, Cheerful, Genius, Gloomy, Hot-Headed, Bookworm, Geek, Ambitious
EPs>Adventurous (Snowy Escape)
Aspirations > All Optional
BaseGame
>>Bodybuilder, Fabulously Wealthy, Mansion Baron, Renaissance Sim, Nerd Brain, Computer Whiz
EPs
>>Extreme Sports Enthusiast (Snowy Escape), Archaeology Scholar (Jungle Adventure), Academic (University)
Major Goals> All Required/Choose 5
BaseGame
>>*Daily: Go for a jog once a day
>>Max Fitness Skill
>>Get to Level 10 of any career
>>Befriend all coworkers
>>Max an Instrument Skill
EPs
>>*Daily: Take a pet on a jog/long walk once a day (Cats&Dogs)
>>*Daily: Practice yoga for at least 1hr once a day (Spa Day)
>>Max Wellness Skill (Spa Day)
>>Earn a Degree (University)
>>Max Rock Climbing Skill (Snowy Escape)
*You may choose between these 3 goals, or attempt to do multiple and award yourself partial points on completion
Minor Goals > All Optional
BaseGame
>>Complete the Chariot's Child Aspiration (During Lover's Playthrough)
>>Marry a sim of the opposite gender as the Chariot
>>Do not use any Potions from the Aspiration Reward Store (Including any potions from EPs, if you have any)
>>Do not use the Morning Sim or Night Owl Aspiration Reward Traits.
>>Have 0 Motive Failures
>>Never have an encounter with the RepoMan
>>Build a large garden (with Buy&Build mode or with Gardening Skill)
>>Complete a collection and display it in the home
>>Have a party once per week - does not have to be a goaled event
EPs
>>Instead of a career, have a Restaurant, Vet, or Business (Dine Out, Cats&Dogs or Get to Work, add the Minor Points to the Major points if you get 10 perks)
>>Have 2 pets (Cats&Dogs)
>>Be a member of a club, gather weekly (Get Together)
>>Keep a neutral reputation or within one level of neutral- never Great or Awful or past that (Get Famous)
>>Keep your Neighborhood's Eco Footprint neutral (Eco Living)
Card VIII - Strength
Rules
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Traits > All Optional, (required)
BG>
EPs>
Aspirations > 2 Required / Rest Optional
BaseGame
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EPs
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Major Goals> All Required/Choose 5
BaseGame
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Minor Goals > All Optional
BaseGame
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Traits > All Optional, (required)
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Aspirations > 2 Required / Rest Optional
BaseGame
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EPs
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Major Goals> All Required/Choose 5
BaseGame
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EPs
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Minor Goals > All Optional
BaseGame
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Card IX - Hermit
Rules
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Traits > All Optional, (required)
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Aspirations > 2 Required / Rest Optional
BaseGame
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EPs
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Major Goals> All Required/Choose 5
BaseGame
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Minor Goals > All Optional
BaseGame
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EPs>
Aspirations > 2 Required / Rest Optional
BaseGame
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EPs
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Major Goals> All Required/Choose 5
BaseGame
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Minor Goals > All Optional
BaseGame
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EPs
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Card X - Wheel of Fortune
Rules
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Traits > All Optional, (required)
BG>
EPs>
Aspirations > 2 Required / Rest Optional
BaseGame
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EPs
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Major Goals> All Required/Choose 5
BaseGame
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BaseGame
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Traits > All Optional, (required)
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BaseGame
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Major Goals> All Required/Choose 5
BaseGame
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BaseGame
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Coming Soon: Cards V - X
ChangeLog & Credits
ChangeLog
6.4.2021 - Tweaked the Magician Rules & Minor Goals.
6.2.2021 - Tweaked Fool's Portrait Goal & other Minor Goals. Finished Cards/Generations: Card VII - Chariot.
5.29.2021 - Tweaked Daily Goals for Fool (more, can choose, made easier). Finished Cards/Generations: Card V - Hierophant, Card VI - Lovers.
5.23.2021 - Paranormal Pack Goals added to High Priestess. Tweaked Minor Goals rules to include choosing between goals. Formatting for Cards V, VI, VII, VIII, IX, & X Published. Added inuffu as PlayTester. Per Day goal tweaked for Fool.
5.17.2021 - Challenge Rules & Cards 0, I, II, III, IV Published. Made Major Goals Selectable ("choose 5") rather than the entire list for an easier challenge. Accepting PlayTesters into Credits (see below). Added in Other Tarot Challenges (see below).
Credits
Tarot Cards: Rider Waite Smith Deck. By A.E. Waite, illustrated by Pamela Colman Smith, Originally published by the Rider Company in 1909. Currently Public Domain, distributed by US Games.
Edited by: Myself, to include Plumbob & Plumbob Censorship
Card Descriptions & Challenge Content: Myself
PlayTesters: Myself, Ghouliesimmer, inuffu
Become a PlayTester: Start the challenge before all 22 Cards have been completed/published & post below to get added to the list! If you share your challenge somewhere online, give a link and I'll put it in the list with your name!
Other Tarot Challenges
The Tarot Legacy, by Sophia 71612
Tarot Storytelling Challenge, by CrisisBarn
If you know of any others, let me know, this is just the ones I found when I began thinking about posting mine and wanted to see if it had already been done.
6.4.2021 - Tweaked the Magician Rules & Minor Goals.
6.2.2021 - Tweaked Fool's Portrait Goal & other Minor Goals. Finished Cards/Generations: Card VII - Chariot.
5.29.2021 - Tweaked Daily Goals for Fool (more, can choose, made easier). Finished Cards/Generations: Card V - Hierophant, Card VI - Lovers.
5.23.2021 - Paranormal Pack Goals added to High Priestess. Tweaked Minor Goals rules to include choosing between goals. Formatting for Cards V, VI, VII, VIII, IX, & X Published. Added inuffu as PlayTester. Per Day goal tweaked for Fool.
5.17.2021 - Challenge Rules & Cards 0, I, II, III, IV Published. Made Major Goals Selectable ("choose 5") rather than the entire list for an easier challenge. Accepting PlayTesters into Credits (see below). Added in Other Tarot Challenges (see below).
Credits
Tarot Cards: Rider Waite Smith Deck. By A.E. Waite, illustrated by Pamela Colman Smith, Originally published by the Rider Company in 1909. Currently Public Domain, distributed by US Games.
Edited by: Myself, to include Plumbob & Plumbob Censorship
Card Descriptions & Challenge Content: Myself
PlayTesters: Myself, Ghouliesimmer, inuffu
Become a PlayTester: Start the challenge before all 22 Cards have been completed/published & post below to get added to the list! If you share your challenge somewhere online, give a link and I'll put it in the list with your name!
Other Tarot Challenges
The Tarot Legacy, by Sophia 71612
Tarot Storytelling Challenge, by CrisisBarn
If you know of any others, let me know, this is just the ones I found when I began thinking about posting mine and wanted to see if it had already been done.
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Test Subject
#2
21st May 2021 at 7:52 PM
Posts: 1
Just created my household and house for The Fool. I'm not really into Tarot but I've always been intrigued! I'm hoping to learn a bit thru the challenge! Have fun y'all!
#3
29th May 2021 at 9:33 PM
Posts: 15
I've tweaked the Fool's Daily Goals because after having a child my Fool (Legacy) isn't able to just stop-and-drop-and-adventure anymore. An EP Daily goal was added (walk your pet), and you are now free to switch between the 3 on a day-by-day basis, or attempt to get all 3.
I've learned that some of this challenge, just like tarot itself, is going to rely on the Player's personal judgment & what they feel is right, so if you come to something I haven't answered and have an idea you want to pursue because it feels right, then that's definitely what y'all should do. You can definitely tell me your tweaks because thus far, the Fool has been changed so much based on the Playtesting we've already done.
I've learned that some of this challenge, just like tarot itself, is going to rely on the Player's personal judgment & what they feel is right, so if you come to something I haven't answered and have an idea you want to pursue because it feels right, then that's definitely what y'all should do. You can definitely tell me your tweaks because thus far, the Fool has been changed so much based on the Playtesting we've already done.
#4
23rd Aug 2021 at 6:03 PM
Posts: 15
Sorry for not updating this thread more consistently, I've been updating the challenge on my tumblr (boberta-plums.tumblr) and will shortly be moving the cards over here after formatting them.
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