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#1 Old 27th Sep 2025 at 2:44 AM
Default Tarot Inspired Legacies
These are all 10 Generation/Endless Legacies, and are mostly based upon the actual Legacy Rules. These could just be considered additional handicaps, I suppose. Since I am using these Legacies to "spice up" a BACC, I am referring to the Founder & Heirs as the card name throughout all generations, ie, the Fool is the Fool regardless of if it's Gen1 Fool or Gen7 Fool. This is inspired both from Sims 2 Legacy & Sims 4 Tarot Challenge. I wanted a legacy for each card, though, not to translate the Sims 4 Tarot Challenge into a Sims 2 Legacy, so based off of what was finished there, this is what I came up with. The idea is, at least for me, when I unlock a family in my BACC, I can shuffle the Major Arcana (removing the ones I've already got) and start up a new legacy family within the BACC-- but y'all can use this however you feel!

0. Fool
The Fool is about new journeys, faith in the unknown, and playfulness. This legacy should feel whimsical, experimental, and a little chaotic!
Founding Generation
The Founder & Heirs are referred to as 'The Fool'
Your founder must start on an empty lot with no additional funds, the lot must be as large as you can stand it.
No one in this Legacy may not take a job; instead, they must earn money through odd jobs (painting, gardening, fishing, crafting, etc.) or owned business.
They can only move in a spouse/partner for procreation, and after the youngest child is a Toddler, The Fool must return to living alone/solo again.
The founding Fool can start with a dog so that you can also do a Dog/Pet Legacy alongside them, if you want to, I know pets aren't for everyone.
Gameplay Quirks
Sims must always say “yes” to adventure”: accept chance cards, go on outings, try new interactions, and adopt strays.
They must travel often (Downtown, community lots, or even vacations if you have Bon Voyage).
At least one Sim per generation must roll a secondary aspiration that feels unexpected and incorporate it into their life story.
Heir is chosen randomly- The Fool doesn’t plan ahead, so you can’t pick your favorite child. Roll a die or draw lots to decide.
Every heir must take at least one “foolish risk”- quitting a good job, attempting to become a supernatural, or pursuing an unlikely romance.

1. Magician
The Magician represents potential, mastery, and control. This legacy should focus on skill-building, using every resource, and manifesting success through clever play.
Founding Generation
The founder & heirs are referred to as "the Magician"
Your founder must start with the Knowledge aspiration, and can have any secondary aspiration.
They may only move in a spouse/partner if that Sim matches their aspiration; so that their goals are aligned.
They must collect or craft at least one object that symbolizes their “toolkit” (ex: career rewards, aspiration rewards, or crafted objects like paintings, robots, pottery).
Gameplay Quirks
Sims in this legacy must always pursue skill-building: each Sim should master at least one skill before aging into elderhood.
They must use aspiration rewards and career rewards whenever possible, these are the Magician’s “tools.”
No chance card may be ignored; every decision must be made thoughtfully (choose A or B, never “ignore”).
Each generation must build a symbol of power: a family heirloom lot feature (greenhouse, library, magical garden, observatory, etc.).
The heir is chosen by achievement, whichever child has the highest skills, aspiration level, or most significant “magician energy” becomes heir.
Every heir must “manifest” a major goal: reaching the top of a career, maxing multiple skills, or unlocking a special aspiration reward.

2. High Priestess
The High Priestess represents intuition, mystery, and the unseen. This legacy should focus on secrets, dreams, knowledge hidden beneath the surface, and spiritual growth.
Founding Generation
Your founder must begin with the Family or Knowledge aspiration.
They may not marry or move in a partner until 1 season has passed, they must spend their youth in study, solitude, or introspection.
Money-making in the early generations must come from quiet or “hidden” work: gardening, fishing, fortune-telling, painting, or writing novels.
The founder must have at least 6 points in Playful or Nice, representing compassion and intuition.
Gameplay Quirks
Every heir must develop at least one “mystical” skill: max Logic (divination), Creativity (dreams/art), or Charisma (intuition/reading people).
Each generation must include at least one secret romance, aspiration, or life choice not revealed until later in their story (e.g., secret child, secret affair, hidden aspiration switch).
Sims may only pursue a career if it has a mystical or secretive edge: Paranormal, Science, Education, Slacker, or Politics.
Every heir must have a hidden lot or room (at least 3x5) on the family property (basement, attic, library, shrine).
Once per generation, you must “let intuition decide”: flip a coin or draw a card to guide a major life choice (career, spouse, moving someone out).
The heir is chosen by dream or divination: roll dice, flip a tarot card, or ask an outside method of chance to decide the heir.

3. Empress
The Empress embodies motherhood, fertility, beauty, and creation. This legacy should center on abundance, family life, creativity, and harmony with nature.
Founding Generation
Your founder must have either the Family or Popularity aspiration.
They must live on a lot with gardens, orchards, or natural beauty, and it is expected that their legacy will continue to grow this natural beauty over time.
They may not remain single; marriage or partnership is a requirement for every heir.
Founders and heirs must lean toward Nice and Playful in personality points.
Every heir must develop Creativity or Cooking to at least 7 points, since The Empress expresses herself through art, food, and love.
At least one Sim per generation must have at least 3 children (fertility and growth are central). It can be a spare, they can all be moved out after they are born.
Gameplay Quirks
The family lot must grow more lush and abundant with every generation, so add gardens, fountains, trees, decorative touches, or family portraits.
Every heir must learn to grow food if you have Seasons; if not, symbolically place decorative gardens.
No Sim may ever be forced into poverty or harsh neglect; children must always be prioritized (good grades, skill-building, happy childhoods).
Every generation must throw at least one lavish community gathering or event (wedding, birthday, holiday, or party).
Heir is chosen by who feels the most “nurturing”, so the child who rolls wants about family, friends, or creative activities most often; can follow in the Family/Popularity aspiration if you choose.
Every heir must have at least one long-term partnership (marriage or equivalent).
Affairs are NOT allowed for the Founder/Heir & their spouse.

4. Emperor
The Emperor embodies authority, structure, tradition, and discipline. This legacy will focus on rules, hierarchy, and building stability for generations.
Founding Generation
Your founder must take either the Fortune or Knowledge aspiration.
They must choose a structured career path immediately (Business, Law Enforcement, Military, Politics, or Medicine).
The founder may only marry or move in a partner if they are of similar “status” (career, zodiac, or aspiration).
Founders and heirs must lean toward Serious and Neat in personality points.
Gameplay Quirks
Each heir must master at least one “structured” skill: Logic, Cleaning, or Mechanical.
The family must live in a grand, orderly estate, with clear rooms for purpose (dining hall, study, nursery, etc.). The house should expand with wealth and status.
Each generation must build a monument of legacy: e.g., a trophy room, portraits gallery, career rewards hall, or statues in the garden.
No Sim in the family may take a “slacker” lifestyle, careers, skills, and order are mandatory.
Sims must obey a family hierarchy: the heir inherits the estate, while spares must move out to make room.
Heir is chosen by primogeniture, so the eldest child always inherits, regardless of gender or personality. If the heir dies or becomes unfit (fired repeatedly, aspiration failure), the next oldest takes over.
Every heir must continue to strengthen the family name through career, wealth, or influence (family friend count).

5. Hierophant
The Hierophant represents tradition, faith, mentorship, and social order. This legacy focuses on building community bonds, following shared rules, and passing on wisdom.
Founding Generation
Your founder must take Family or Popularity aspiration.
They must join a career path tied to teaching, guidance, or tradition: Education, Paranormal, Politics, or Law.
They may only marry/partner with someone who shares a compatible aspiration (Family/Knowledge, or Popularity/Family).
Sims in this legacy should lean Nice and Serious in personality points.
Gameplay Quirks
Every heir must uphold a family tradition (you may invent one—e.g., a Sunday dinner, planting a tree each generation, portraits of every heir).
Each generation must contribute something to the community lot system, maybe a church, school, park, library, or cultural center.
Every heir must join at least one social group or club (like unlocking hobby lot membership, secret societies in Uni, or custom community gatherings you make).
The family lot must contain a “Hall of Tradition” (family portraits, heirlooms, or objects of symbolic meaning).
You can pick the heir however you decide, but every heir must preserve and expand at least one tradition from previous generations.

6. Lovers
The Lovers represent romantic union, deep connections, and choices that define destiny. This legacy should focus on love stories, relationship drama, and generational crossroads.
Founding Generation
Your founder must take Romance or Family aspiration.
They cannot remain single, their story must revolve around finding their perfect union (whether sweet, messy, or dramatic).
They must have at least two significant relationships in their lifetime (e.g., first love + spouse, affair + partner, etc.).
Sims in this legacy must lean toward Outgoing and Playful personality points.
Every heir must experience at least one major romantic choice (choose between two partners, or between love vs. career/life goal).
At least one Sim per generation must roll Romance or Family aspiration, to keep love central to the story.
Gameplay Quirks
Every generation must have a wedding or commitment ceremony event (lavish or modest, but it must happen).
Every heir must maintain at least one close friendship outside romance, The Lovers is also about connections beyond passion.
Once per generation, a Sim must face a crossroads decision:
- Example: pick between two partners, between career vs. family, or between money vs. love.
- Roll dice or flip a coin if you can’t decide, fate guides the choice!
Divorce, affairs, or blended families are allowed (and even encouraged) as part of the drama of choice.
The heir is chosen based on their most meaningful relationship to the current heir: the child with the strongest bond to the current heir/founder basically.

7. Chariot
The Chariot represents drive, control, and triumph after conflict. This legacy is about pushing through hardships, overcoming obstacles, and proving strength.
Founding Generation
Your founder must take Fortune or Knowledge aspiration.
They start with a handicap:
- Move onto an empty lot and reduce funds to absolutely 0.
- OR give them a “burden” like multiple pet dependents, crippling debt (money cheat down to §0), or tough personality points (super lazy, mean, etc.).
They must choose a career immediately, but they can’t quit, even if it’s difficult, and if they get fired they have to try again.
Gameplay Quirks
The founder or heir must have at least one contradictory extreme trait (e.g., very active but very lazy kids, or nice + mean). This is how the heir is chosen, you can refine it beyond this.
Every heir must take on a personal challenge: max a hard skill, reach the top of a difficult career, or raise children in tough circumstances.
Each generation must face at least one obstacle before the heir can fully inherit the legacy. Some options:
- Poverty Test: Reduce household funds to §50 at the start of adulthood.
- Ambition Test: The heir must max two skills before marriage.
- Family Burden: The heir must raise siblings, care for elders, or adopt a child before starting their own family.
- Romantic Conflict: The heir must survive a broken engagement, affair, or lost love before finding their true partner.
Once per generation, fate must “test” the heir: flip a coin or roll dice to decide if a major life event goes well or badly.
They may never “coast”, so every heir must strive toward something difficult before their elder years.

8. Strength
The Strength card represents courage, patience, discipline, and balance between inner and outer power. This legacy focuses on developing both the body and the mind, while practicing compassion and self-control.
Founding Generation
Your founder must take Knowledge or Pleasure aspiration (to reflect curiosity and enjoyment of life’s challenges).
They may not take a full-time career until they have at least 3 skill points each in Body and Logic.
They must tame or adopt an animal (pet or stray) during their lifetime, symbolizing the lion of the card.
Gameplay Quirks
Founders and heirs should have a mix of Active and Nice points (strength + compassion).
Heir is chosen based on balance, not the most skilled, not the richest, but the Sim who shows both mind and body growth. If more than one child achieves balance, the heir is the one who has the strongest bond with a pet or family member (compassion test).
Every heir must:
-Max at least one “body” skill (Body, Cleaning, Mechanical).
- Max at least one “mind” skill (Logic, Creativity, Charisma).
Sims in this legacy may not be allowed to use aspiration/skill cheats, progress must come from discipline.
Every heir must face at least one trial of strength (choose each gen):
- Mind Trial: Max a difficult skill (Logic, Creativity).
- Body Trial: Win a fight, max Body, or reach top of an athletic/military career.
- Spirit Trial: Maintain 10+ relationships, raise multiple children without neglect, or care for an elder/pet until death.

9. the Hermit
The Hermit represents solitude, reflection, and inner wisdom. This legacy should focus on quiet living, outsider status, and guiding family through patience and knowledge.
Founding Generation
Your founder must take the Knowledge aspiration.
They must live in isolation: either on the outskirts of the neighborhood, in a small cottage, or on a rural lot.
The Hermit may not hold a standard “public” career until 3rd Generation. Money must initially come from solitary work (painting, writing, gardening, crafting, etc.).
Gameplay Quirks
Founders and heirs should lean Shy and Serious, with low Outgoing points.
Every Hermit must:
- Max or nearly max Logic OR Creativity (the skills of wisdom and introspection).
- Have a strong family bond, they may be distant from society, but never from kin.
- Once per generation, the heir must guide another family member through a “dark night”: e.g., helping a Sim through aspiration failure, teaching skills, or raising a struggling sibling/child.
The heir is chosen via the child who shows the strongest solitary tendencies: the shyest, most bookish, or most introspective child.
Each generation must live in seclusion: if they move out, homes should be built away from community lots, without lavish social features.
No heir may pursue a career track that is highly social (e.g., Slacker, Show Business, Politics). Teaching, Science, Paranormal, or Art-related paths are allowed.
Every heir must build or maintain a “guidance space”: a library, meditation room, study, or garden sanctuary where they mentor children, teach skills, or bond without electronics.

10. The Wheel
The Wheel of Fortune represents destiny, cycles, and the turning of luck. This legacy focuses on random events, unpredictable outcomes, and living with fate’s ups and downs.
Founding Generation
Your founder can have any aspiration, but their initial setup must be randomized so roll dice or use a random generator for aspiration, personality, and even lot size.
Each heir must have at least one randomized trait or rule: roll dice for their aspiration, career, or even spouse choice.
No heir can follow the same exact life path as their parent, each must spin the wheel of change.
Gameplay Quirks
Random Events per Generation:
At the start of each heir’s adulthood, roll or draw a card to see what fate dictates. Some possible spins:
- Wealth: Give the family §50,000.
- Ruin: Set funds to §0.
- Love Twist: The heir must break off their first romance and choose another.
- Career Fate: Randomize their job by dice roll.
- Family Boom: Heir must have at least 4 children.
- Family Bust: Heir may have no more than 1 child.
- Exile: A sibling or spare must be kicked out immediately.
- Blessing: Max one random skill instantly (use cheats).
- Curse: Lock an aspiration slot permanently.
These fate events must be honored, even if they derail your plans.
Each generation must experience at least one major swing: from rich to poor, happy to tragic, or stable to chaotic.
The heir is chosen by random draw, roll dice, pull a card, or let fate (an online poll) pick. - If an heir dies prematurely, the Wheel turns, roll again to see who inherits.

11. Justice
Justice represents truth, fairness, cause and effect, and karmic order. This legacy focuses on rules, morality, and balance, basically what you put into the world comes back to you.
Founding Generation
Your founder must have either Knowledge or Family aspiration (seeking truth or seeking to nurture).
They must live simply at first, with no cheats, and earn everything fairly. No aspiration rewards or career rewards until they’ve advanced honestly.
The founder must pick one Moral Code (like honesty, generosity, nonviolence, or fidelity) that their heirs must wrestle with.
Gameplay Quirks
Balance Rule: For every indulgence (buying luxury items, cheating for money, pursuing romance recklessly), the heir must also perform an act of “justice” (helping another Sim, donating, repairing community lots, or sacrificing something valuable).
Truth Rule: Every generation must uncover a hidden truth—whether that means maxing Logic, Paranormal Career, or gaining knowledge of secret NPCs (plantsims, werewolves, aliens, etc.).
Karmic Events: Once per generation, roll to see the family’s karmic test:
- Betrayal: The heir is cheated on or must cheat.
- Loss: The family must give away half their fortune.
- Burden: An heir must take in and raise a spare’s children.
- Temptation: The heir is offered money/power via cheats, if accepted, karma will strike later (aspiration failure, random fire, etc.).
These events create balance between gains and losses, forcing heirs to reckon with choices.

12. Hanged Man
The Hanged Man represents suspension, sacrifice, and enlightenment through surrender. This legacy emphasizes giving up control, embracing pauses, and living with new perspectives.
Founding Generation
Founder must have the Knowledge aspiration (seeking wisdom) or Pleasure (seeking life’s shifts in joy).
They must start with something “undone” in their life, their story begins in a state of waiting.
The heir is the child who best embodies the sacrifice theme, the one who gave up something significant or showed the most willingness to change.
Gameplay Quirks
Every heir must experience at least one big sacrifice: love, wealth, career, or comfort.
Sacrifice Rule: Each generation must give something up permanently:
- Wealth → donate or delete half of family funds.
- Love → break off a romance or remain single.
- Career → abandon a high-level job mid-way.
- Comfort → move into a smaller house or live with fewer luxuries.
Suspension Rule: Each heir must endure a period of stasis:
- Freeze job progress (no promotions for a full week).
- Live with aspiration failure for a while.
- Pause aging for one generation (use Elixir of Life to prolong their stage).
Perspective Shift Rule: Once per generation, flip an heir’s path unexpectedly: change their aspiration, move them into a drastically different lifestyle, or force them to live with a spare for a time.

13. Death
Death represents endings, transitions, and transformation. This legacy is about letting go of the old, embracing change, and building wisdom from cycles of life and death.
Founding Generation
Founder may choose any aspiration, but they must experience a major ending early: break off a romance, quit a job, or bulldoze their house and rebuild small.
They must start with at least one “reminder of mortality” object (tombstone, creepy statue, urn, or gothic decor).
Heirs should lean serious or intense, so think less playful, more reflective.
The heir is the child who most clearly embodies rebirth after loss (the one who flourishes after tragedy, transforms the most, or continues the cycle).
Gameplay Quirks
Graveyard Rule: All family graves must remain together—either in a community graveyard (that you build and expand) or directly on the family lot. The dead are never discarded, and by the 10th generation there should be a fully built Family Necropolis somewhere.
Transformation Rule: Each generation must experience a total transformation:
- Change aspiration once.
- Change appearance drastically (new hair, new clothing style, makeover).
- Tear down and rebuild part of the house.
Death’s Choice Rule: At least once per generation, allow a Sim to die naturally or through circumstance (starvation, accident, old age, etc.) without reviving them. Death itself must shape the story.
Rebirth Rule: Every heir must create or raise something new to counterbalance endings: a garden, a new wing of the house, a child of unexpected lineage (alien baby, adoption, affair child).

14. Temperance
Temperance represents moderation, harmony, and integration. This legacy is about patience, balance, and mixing contrasts to create something greater.
Founding Generation
Founder must have Family or Knowledge aspiration (seeking stability and wisdom).
Their home should reflect harmony: a simple but balanced layout with equal spaces for work, play, and family.
At the start, the founder must marry or partner with someone very different (opposite aspiration, personality, or even aesthetic).
Gameplay Quirks
Heirs should reflect balanced personalities (not extreme points in neat/sloppy, shy/outgoing, etc.).
Balance Rule: Each generation must maintain equilibrium in at least one area:
- Career & Home: The heir must work full-time but also spend at least 3 hours daily with family.
- Wealth & Simplicity: If they earn a fortune, they must also donate or live simply.
- Romance & Fidelity: They may explore love, but must ultimately settle into a stable, committed partnership.
Opposites Rule: Each heir must marry or partner with someone of a very different aspiration, career path, or personality.
Moderation Rule: Heirs may never max out all skills or go for aspiration platinum perfection; they must live with good enough, not extremes.

15. Devil
The Devil represents temptation, materialism, addiction, and bondage. This legacy explores the darker side of family life (cycles of control, indulgence, and destructive choices) while leaving space for eventual liberation.
Founding Generation
Founder must have either Fortune (greed) or Romance (desire) aspiration.
Their first romantic partnership must involve infidelity, control, or obsession.
Heirs should skew toward extremes: very Outgoing, very Playful, or very Sloppy (excess).
Gameplay Quirks
Temptation Rule: Each heir must indulge in one major vice, such as:
- Serial cheating or keeping multiple lovers.
- Hoarding wealth or luxury objects.
- Obsession with food, drink, or aspiration rewards.
Control Rule: The heir must “chain” at least one other Sim, like keeping a spouse, child, or roommate stuck in a dependent or miserable situation (low aspiration, no career freedom, etc.).
Indulgence Rule: No heir may live modestly. Even poor heirs must prioritize luxury items over basics (buy a hot tub before a dining table, etc.).
Corruption Rule: At least one Sim per generation must suffer aspiration failure, addiction to aspiration rewards, or be pushed into misery by the heir’s choices.
Breaking Chains Rule: By the end of their life, each heir must attempt to free themselves (or someone else) from the cycle- so maybe by leaving behind luxury, ending a toxic romance, or restoring balance.

16. the Tower
The Tower represents destruction, chaos, and forced change. This legacy is about collapse, sudden death, and the necessity of rebuilding after disaster.
Founding Generation
The founder may have any aspiration, but they must begin their life with a catastrophe: lose their fortune, bulldoze their first home, or intentionally trigger a fire or accident. Accidental burglary in early game does count!
Their story begins only after they’ve endured an early Tower moment.
Each Tower must experience at least one life-altering collapse.
Gameplay Quirks
Sudden Death Rule: Each generation, at least one Sim must die "unexpectedly" (fire, accident, illness, cowplant, etc.), not just old age. Their grave must be kept as a marker of destruction.
Collapse Rule: Once per heir, something major must be destroyed: bulldoze the house, delete family funds, or wipe out a career path. No heir’s life may stay stable for long.
Rebuild Rule: After every collapse, the heir must rebuild, so restore the house, regain a fortune, or raise the next generation despite tragedy.
Shock Rule: Once per generation, a sudden event must be forced: aspiration change, surprise pregnancy, career reroll, or marriage breakdown.
Lightning Strike Rule: Roll dice once per heir’s adulthood—on a certain roll (say a 1 on a d6), force an additional random disaster that generation.

17. Star
The Star represents hope, healing, and inspiration. This legacy focuses on recovery, nurturing, and becoming a guiding light for others.
Founding Generation
Founder must start after tragedy (in-story or in practice). You could even spin them as a survivor of The Tower Legacy.
They must begin in a modest home, with minimal wealth, but dedicated to building beauty and peace.
Founder should choose Family, Knowledge, or Popularity aspiration.
Heirs should be gentle and harmonious (higher Nice points, or at least balanced personalities).
At least one heir per generation must act as the “healer” of the family, mending broken relationships, repairing objects, or guiding others through aspiration failure.
The heir is the child who best embodies hope and guidance, so literally the kindest, most inspiring, or the one who leads the family forward after loss.
Gameplay Quirks
Healing Rule: Each generation must include a caretaker- so someone who maximizes a nurturing skill (Cooking, Cleaning, Gardening, or Creativity in the healing arts like music/painting). They must also learn Couples Counseling if you have the expansion.
Hope Rule: After every hardship (a fire, death, aspiration failure), the heir must actively rebuild: host family gathering events, restore wealth, or redecorate the house with beauty.
Guidance Rule: Every heir must mentor or guide at least one Sim (teach skills/homework, help a sibling, or raise an adopted child).
Inspiration Rule: Each heir must create something “beautiful” that lasts: a garden, painting, musical legacy, or architectural feature of the house.
Water & Sky Rule: To honor the imagery of The Star, each home must include both a water feature (pond, fountain, or pool) and a stargazing area (telescope, patio, or rooftop escape).

18. Moon
The Moon represents illusion, mystery, dreams, and the subconscious. This legacy focuses on secrets, strange experiences, and navigating life through intuition rather than logic.
Founding Generation
The founder must have either Romance (driven by fantasy/illusion) or Knowledge (driven to uncover mysteries).
They must start their life with at least one strange or hidden truth, like an alien abduction, a secret child, a double life, or mysterious backstory.
Each heir must experience a confusing or deceptive event (secret affair, hidden pregnancy, fake friend, or false aspiration).
Gameplay Quirks
Illusion Rule: Once per generation, the heir must live a “false” path for at least one life stage (wrong career, wrong aspiration, wrong partner) before discovering their truth.
Dream Rule: Each heir must max either Creativity or Logic, representing dream-visions (art, music, storytelling) or dream-knowledge (mysticism, science, stargazing).
Fear Rule: Each heir must face one irrational fear acted out in gameplay (e.g., fear of fire → cause a fire; fear of rejection → attempt risky romance; fear of losing money → drop funds).
Secrets Rule: The family must keep at least one hidden child, lover, or event each generation, revealed later to stir drama.
Moonlight Rule: Every family lot must include a night sanctuary, so a place for moon-gazing, like a telescope, outdoor bed, pond, or gothic garden.

19. Sun
The Sun represents joy, success, clarity, and vitality. This legacy is about living openly, happily, and radiating warmth into the world.
Founding Generation
The founder must have either Family or Pleasure aspiration.
Heirs should lean toward Playful, Outgoing, and Nice, personalities that bring joy.
Each heir must have at least one strong family bond (best friend sibling, lifelong partner, or golden parent-child relationship).
Heir is decided by the best relationship between the Current Sun & Children.
Gameplay Quirks
Radiance Rule: Each heir must spread joy in some way, become best friends with multiple Sims, throw successful parties, or max a skill tied to fun/creativity.
Golden Childhood Rule: Every child heir must max at least 2 skills before aging up, representing a healthy and happy youth.
Celebration Rule: Each generation must host at least one huge family event, like a birthday, wedding, anniversary, or house party.
Clarity Rule: No lies or secrets may last long in this family, hidden affairs or children must be revealed and resolved before the end of each generation.
Sunshine Rule: Every family lot must include outdoor spaces where Sims gather: gardens, patios, pools, or play areas.

20. Judgement
Judgement represents reflection, redemption, and awakening. This legacy focuses on learning from past mistakes, resolving unfinished business, and evolving through generations.
Founding Generation
Founder may choose any aspiration, but must face an early karmic test: relationship failure, financial loss, or skill failure.
Every heir must have at least one opportunity for redemption: repairing a relationship, completing an abandoned project, or correcting a past misdeed.
The heir is the child who best embraces redemption and growth, correcting the family’s trajectory or personal missteps.
Gameplay Quirks
Reckoning Rule: Each generation must confront one consequence from their parent’s actions (a neglected skill, failed relationship, or ruined home).
Redemption Rule: Each heir must resolve at least one major mistake or past failure from themselves or a prior generation.
Reflection Rule: Every heir must spend time improving skills, relationships, or home aesthetics to symbolize personal growth.
Second Chance Rule: Once per generation, a Sim may receive a “miraculous opportunity” (inherit funds, bonus skill, chance romance) to rewrite their story, but only if they’ve acted responsibly beforehand.
Legacy Ledger: Maintain a book, wall, or collection in the home symbolizing all past generations’ mistakes and triumphs. Any hobby plaques would be great here.

21. World
The World represents completion, accomplishment, and wholeness. This legacy focuses on fulfilling potential, achieving harmony, and celebrating the full journey of the family line.
Founding Generation
The founder can have any aspiration, but they must embody ambition for completion: master a skill, reach the top of a career, or fully build/decorate their home.
Every heir must experience both challenges and triumphs, reflecting the culmination of lessons learned from previous legacies.
Gameplay Quirks
Mastery Rule: Each heir must max at least one skill completely and reach high levels in at least two others.
Achievement Rule: Each heir must achieve a significant milestone: career pinnacle, family milestone, or aspiration fulfillment.
Global Awareness Rule: Every heir must expand the family influence, so host parties, mentor others, adopt, or integrate NPCs to reflect worldly connections.
Harmony Rule: The family home must grow each generation to reflect balance:
- Living spaces for work, play, and family.
- Gardens, creative areas, and recreational spaces.
- Display of heirlooms from past generations.
Celebration Rule: Every generation must celebrate a major life achievement (graduation, marriage, new career, or skill mastery).
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