This spread explores the darker, transformative aspects of the self. It’s for individuals ready to face challenges, confront inner shadows, and emerge stronger.
Rules
This path explores transformation and overcoming challenges. Complete the Generation Goals and the following card placement. The Storytelling/Optional sections are for added creative flare or pack exploration and not essential to complete the challenge.
- Present Position: Start as an outcast or in a “low” career, such as Criminal or Freelance Artist.
- Immediate Influence: Face a major life challenge, such as starting with the negative trait (If parenthood, negative character value)
- Goal or Destiny: Overcome adversity to achieve a top-tier career or aspiration.
- Distant Past: Create a gallery or trophy room of their achievements.
- Recent Past Events: Rebuild a broken home or family dynamic.
- Future Influence: Prepare their heir to rise above challenges by teaching key skills.
- Questioner: Explore the darker side of their personality by taking risks.
- Environmental Factors: Live on a haunted or cursed lot until they can lift the curse.
- Inner Emotions: Paint or write about their struggles to find catharsis.
- Final Result: End the generation with a grand redemption arc.
The Magician
Inner Emotions

The High Priestess
Final Result

The Devil

- 3 Traits: Kleptomaniac, Mean, Materialistic, Self-Absorbed, Glutton
- 1 Aspiration: Public Enemy, Chief of Mischief, Villainous Valentine, World-Famous Celebrity, Party Animal
- Career Options: Criminal Boss, Villain, Interstellar Smuggler, Bodybuilder, Musician
- Colours: Black, Red, Grey and Brown
- Skills: Mischief, DJ Mixing, Acting, Fitness, Gourmet Cooking
Background: You are The Devil, a magnetic figure with a deep understanding of human desires and the shadows they hide. Your life is a dance between indulgence and control, temptation and liberation. When a personal attachment spirals into toxicity, you must confront your darkest impulses and decide: will you break free and transform, or succumb to the chains of addiction and control? The choice you make will shape not only your fate but the lives of those around you.
Generation Goals:
- Start three intense romances. At least one must become toxic (cheating, jealousy, or control). Decide whether to repair or end it.
- Build a luxurious, extravagant home with secret dark spaces, like a hidden basement for mischief or indulgence.
- Your Sim must develop a personal obsession chosen from the Temptation list. When they become an adult they can confront this.
- Have two children. One should rebel against the Devil’s controlling tendencies, sparking a family challenge. Resolve it by fostering understanding or letting go of control.
- In elder years: Repair your relationships and create a balanced family dynamic.
Storytelling
On the first day of each in-game week randomise a sin to face (not including one faced in Generation Goals). To confront and over come they must roll or randomise the same number 3 times in a row (3-7 rolls on the 3rd day of the in-game week) so it never has to be faced again. Once it has been overcome, if that number comes up again they can be tempted and it is players choice whether they give in or pursue the redemption gameplay.
1. Lust
Gameplay: Your Sim becomes obsessed with romance and physical intimacy. They must woohoo and kiss at least three Sims that week. If in a relationship, they risk being caught cheating.
Redemption: Roll a 1 (3x): they can repair their relationship through romantic gestures.
2. Gluttony
Gameplay: Your Sim indulges in excess food and drink. Throw a party and consume a decadent feast, or visit restaurants daily.
Redemption: Roll a 2 (3x): they can confront this by focusing on the Fitness skill and fasting.
3. Greed
Gameplay: Your Sim focuses solely on earning money, even through dubious means. They must work overtime, steal (using the Kleptomaniac trait or the Mischief skill), or invest in risky ventures.
Roll a 3 (3x) they can donate a significant amount to charity or help another Sim in financial need.
4. Sloth
Gameplay: Your Sim avoids all responsibilities. They miss work, skip skill-building, and indulge in lazy activities like watching TV or lounging by the pool.
Redemption: Roll a 4 (3x): they can counter this by completing a significant aspiration milestone within the week.
5. Wrath
Gameplay: Your Sim becomes easily enraged. Start fights with at least two Sims or spread negative interactions (Mischief and Mean interactions).
Redemption: Roll a 5 (3x): they can calm themselves through Yoga or mediation in the Wellness skill.
6. Envy
Gameplay: Your Sim obsesses over the lives of others. They must stalk a Sim they admire, spread gossip, and sabotage at least one person’s success (using Mischief or Mean interactions).
Redemption: Roll a 6 (3x) They can lift others up by mentoring or offering encouragement. Helping out through odd jobs, voluntary work and at the community centre
7. Pride
Gameplay: Your Sim focuses on their image and power. Host extravagant parties, purchase expensive items, or gain recognition (e.g., raise Charisma or achieve fame).
Redemption: Roll any 3 even numbers (2, 4 and 6): they can embrace humility by apologizing to Sims they’ve wronged or downgrading their home/lifestyle.
Optional
- Find romance through the Cupid app
- Collect all the Axolotls
- Craft Jewellery, to gift lovers, appeal to your own greed or pass on as heirlooms.
The Tower

- 3 Traits: Hot-Headed, Erratic, Paranoid, Cringe, Gloomy
- 1 Aspiration: Strangerville Mystery, Archaeology Scholar, Nerd Brain, Discerning Dweller, Spellcraft & Sorcery
- Career Options: Oracle, Environmental Manager, Mechanical Engineer, Journalist, Detective
- Colours: Red, Grey, Black and Yellow
- Skills: Rocket Science, Programming, Robotics, Fabrication, Pipe Organ
Background: A life of stability shatters overnight as a mysterious event uproots everything The Tower has built. Stripped of their comforts and security, they must navigate the chaos to uncover hidden truths about themselves and their world. Forced to confront illusions and rebuild from the rubble, their journey transforms them into a force for change, challenging those around them to face their own truths. Will they rise from the destruction, forging something stronger, or succumb to the instability, trapped in an endless cycle of upheaval?
Generation Goals:
- Week 1 establish a beautifully built home, stable relationships, and the potential for a thriving career.
- Week 2 is where the challenge begins: bulldoze the house or significantly downgrade it, representing sudden upheaval. End one major relationship and quit the job.
- After each crisis, focus on one area to rebuild, but not without setbacks (e.g., use cheats to slow skill-building, prevent promotions, or enforce challenging goals like making money solely through crafting).
- Form at least two new friendships or romances during the chaos.
- Use the Mischief or Mean interactions to disrupt other Sims’ lives, reflecting their need to challenge illusions.
- Host chaotic social events like dinner parties with disasters (bad food, fights).
- Force your Sim to interact with Grim Reaper at least twice, symbolizing a confrontation with mortality (e.g., witness a death, have near-death experiences, take on the role of reaper temporarily).
- Once key goals are complete (skills at level 5/max career) and the house is rebuilt. Throw a party to celebrate your Sim’s “new life.” Ensure it’s a gold event to symbolize their rise from the ashes, having embraced chaos and rebuilt with purpose.
Storytelling
Each week, roll a die to introduce a new “crisis”:
1: Fire breaks out.
2: Partner leaves them (use relationships cheats if required or do through gameplay).
3: Lose all money (reduce funds to §100).
4: Major enemy appears (declare someone an enemy).
5: Career demotion or job loss.
6: Randomize any Sim in the household or immediate friendship circle’s death (if storytelling allows).
Optional
- Live in a haunted house.
- Befriend Guidry and Bonehilda
- Conduct seances with friends and family.
- Complete the Strangerville Mystery as a Chaos Crisis option
- Move into a run-down Rental in week 2
- Maybe become the Landlord as part of generation completion
The Star

- 3 Traits: Cheerful, Music Lover, Ambitious, Self-Assured, Adventurous
- 1 Aspiration: Painter Extraordinaire, Musical Genius, World-Famous Celebrity, Friend of the World, Romantic Explorer
- Career Options: Musician, Social Media Internet Personality, Actor, Freelance Crafter, Marine Biologist
- Colours: Blue, Yellow, White and Grey
- Skills: Singing, Dancing, Wellness, Painting, Guitar
Background: After a devastating loss, The Star emerges as a beacon of hope, inspiring others to find light in the darkness. They must navigate their own journey of healing, balancing their desire to inspire with their struggles to stay grounded. Along the way, The Star discovers the beauty of uplifting others, fostering creativity, and rekindling their faith in dreams. Will they shine brightly enough to guide themselves and others toward a brighter future, or will their idealism falter under the weight of reality?
Generation Goals:
- Begin the game with a tragic backstory (e.g., family members gone, little money, no house, teen runaway, etc).
- Gradually decorate their home, starting with only the basics. Every week, add new creative or inspirational items (e.g., paintings, instruments, lights).
- Host community events like painting parties or musical performances, using the Club System or Social Events.
- Befriend at least 5 Sims and inspire them with gifts or encouragement (e.g., write books dedicated to friends, paint portraits).
- Introduce a cynical Sim (either through a generated Sim or an existing one) who challenges The Star’s optimism.
- Marry a partner who shares or complements their hopeful vision.
- Raise two or three children, encouraging them to pursue creative or compassionate aspirations (use whims and traits to guide their development).
- Each week, donate 10% of their household funds to charity or help others by completing Good Deeds through interactions or gameplay.
Storytelling
Choose 3 scenarios for them to face over their lifetime:
1. Financial Ruin
- Scenario: Due to an unexpected expense (e.g., random bills exceeding funds), the household loses most of its money.
- Gameplay:
- Set the household funds to §1,000 or less using cheats.
- Sell decorative items or furniture to rebuild finances.
- Have The Star take on odd jobs or sell their creations to recover, emphasizing their perseverance.
2. Relationship Betrayal
- Scenario: A trusted friend or romantic partner betrays them (e.g., cheating, rivalry).
- Gameplay:
- Use relationship interactions to lower The Star’s relationship with a friend/partner into the negative range.
- Experience the “Sad” moodlet from betrayal for at least three in-game days.
- Repair the relationship (if desired) or form new supportive bonds to heal.
3. Natural Disaster or Home Loss
- Scenario: A fire, storm, or similar catastrophe destroys part of their home.
- Gameplay:
- Intentionally start a fire or simulate a disaster using cheats (e.g., delete parts of the house).
- Limit access to funds for repairs, forcing The Star to live minimally for a period.
- Use their creativity (e.g., painting, writing) to earn money for rebuilding.
4. Creative Block
- Scenario: The Star faces a loss of inspiration and struggles to complete creative tasks.
- Gameplay:
- Forbid the use of creative tools (e.g., easel, writing computer) for five in-game days.
- Avoid fulfilling creative whims, symbolizing their block.
- Seek inspiration through new relationships or experiences, such as travel or skill-building.
5. Loss of a Loved One
- Scenario: A close friend, family member, or pet dies unexpectedly.
- Gameplay:
- Use the “Kill Sim” cheat or story progression to simulate the loss.
- Experience mourning through the “Sad” moodlet for at least seven in-game days.
- The Star must honor the memory through a creative piece (e.g., painting or writing dedicated to the loved one).
6. Public Failure or Scandal
- Scenario: A public mishap damages The Star’s reputation or career progress.
- Gameplay:
- Fail a critical event, like a performance or social outing, causing negative sentiments with other Sims.
- Drop one level in their career using cheats to reflect the setback.
- Repair their reputation through public acts of kindness, such as donating money or throwing a charity event.
Optional
- Have movie room/movie night or attend the cinema once a week
- Elevate their celebrity status
- Attend celebrity events, collect autographs and get pictures with them.
The Moon

- 3 Traits: Paranoid, Romantically Reserved, Sceptic, Loner, Nosy
- 1 Aspiration: Vampire Family, Master Vampire, Spellcraft & Sorcery, Lone Werewolf, Romantic Explorer
- Career Options: Paranormal Investigator, Novelist, Freelance Digital Artist, Computer Hacker, Grim Reaper
- Colours:
- Skills: Medium, Photography, Violin, Vampire Lore, Herbalism
Background: Under the pale light of The Moon, a dreamer grapples with illusions and shadows. Haunted by visions and dreams they can’t explain, they delve into the mysteries of their own subconscious, guided only by intuition. Along the way, they confront fears, uncover hidden truths, and navigate relationships marked by intensity, mystery, and emotional depth. Will they find clarity and balance, or become lost in the illusions they seek to unravel?
Generation Goals:
- Build a mysterious home with hidden rooms, dark decor, and mystical items (e.g., crystal balls, cauldrons).
- Live near a or have a graveyard or live in a spooky world (e.g., Forgotten Hollow).
- Form a romantic relationship with a Sim who has at least one opposing trait (e.g., Self-Assured or Ambitious).
- Emphasize emotional struggles by using mood-altering items like paintings, candles or music to reflect the Sim’s inner turmoil.
- Your Sim must face their Fear of the Dark or other phobias (using Want and Fear system).
- Have one or two children
Storytelling:
Choose 3 to follow throughout their life:
Master the Medium Skill
- Develop the Medium Skill by hosting séances and interacting with spirits. Successfully summon Guidry the Ghost and have him reveal hidden truths about the Sim’s past or their current life path.
Dream Journaling
- Use the Writing Skill to create a “Dream Journal.” Write a series of books or screenplays inspired by strange dreams or visions your Sim experiences, each uncovering pieces of their subconscious.
The Lunar Bond
- Vampires under the moon’s influence feel heightened empathy or emotional connection. During a full moon, your Sim must form or strengthen a relationship by engaging in meaningful interactions with a mortal or vampire, reflecting The Moon’s influence over emotions and mystery.
Explore the Paranormal
- Investigate a haunted house lot. Solve the mysteries of ghostly hauntings by confronting spirits, completing their quests, and uncovering why they are trapped in the mortal plane. This could lead to emotional growth or deeper self-awareness.
Therapy Through Art
- Use the Painting Skill to create “emotionally charged” artwork. Paint while experiencing intense moodlets like Sadness or Tense. Display the paintings in their home as a gallery of their emotional journey.
Decode the Nightmares
- Spend time sleeping in a haunted or dark environment to trigger nightmare moodlets. Each nightmare must be interpreted by journaling, painting, or hosting a séance to find symbolic meaning. These interpretations can lead to new realizations or breakthroughs for the Sim’s personal growth.
Optional
- Always Host Spooky or Incognito Events in Autumn
- Become, Befriend or Marry a vampire
The Sun

- 3 Traits: Cheerful, Childish, Dance Machine, Party Animal, Lovebug
- 1 Aspiration: Musical Genius, Soulmate, World-Famous Celebrity, Big Happy Family, Master Actor/Master Actress
- Career Options: Actor, Professional Athlete, Musician, Floral Designer, Public Relations
- Colours: Yellow, Red, White and Blue
- Skills: Piano, Guitar, Acting, Charisma, Baking
Background: Basking in the glow of success and vitality, a radiant soul thrives in the spotlight, sharing joy and optimism with everyone around them. Driven by a desire to uplift and inspire, they pursue a life full of celebrations, meaningful connections, and creative accomplishments. But beneath the bright exterior, a fear of losing their light lingers. Can they balance their exuberance with inner authenticity, finding joy in both the highs and the quiet moments?
Generation Goals:
- Build strong relationships with at least 10 Sims outside the immediate family. Ensure each Sim feels valued and celebrated.
- Host a Gold Medal event for at least 10 types of social gathering available (House Party, Dinner Party, etc.).
- Have at least two children and raise them in a cheerful, supportive household. They should have high confidence.
- Create a joyful, well-decorated home environment worth 100k Simoleons.
Storytelling:
Choose 3 of the following challenges to face over their lifetime:
Fame and Scandal:
- Gain at least three-star celebrity status using the Get Famous pack. Face a scandal or negative fame quirk (e.g., “Paparazzi Darling” or “Public Number”) and repair your reputation through charity events, positive interactions, or giving back to fans.
Burnout and Renewal:
- Push your Sim to overwork (low needs or constant career-focused activities) until they experience burnout (tense or uncomfortable moodlets). Rediscover joy by taking a vacation, mastering a hobby, or spending quality time with loved ones.
Financial Troubles:
- Start with a beautiful home and high expenses but little income. As bills pile up, they must work hard to stabilize their finances without sacrificing their joyful lifestyle. This may include starting side hustles like Painting or Photography.
A Clouded Day:
- Experience a sudden personal setback, such as the death of a loved one, the loss of a close friend, or a breakup. Use their resilience and positive nature to rebuild their happiness and find light again through new aspirations or hobbies.
Outshining Others:
- Their bright personality unintentionally causes jealousy or resentment among friends or family. Mend these relationships by performing kind actions, hosting gatherings, and proving they can share the spotlight without overshadowing others.
Distant Friend:
- Form a friendship with a Sim who has the Loner or Gloomy trait. Build the relationship to at least Good Friend status and invite them to your home or events to show them the power of positivity.
Optional:
- A Chocolate fountain and a buffet table are a stable of your parties
- Marry, Befriend or Become a mermaid
- Befriend a dolphin
- Have Island Spirits and/or Volcanic Activity as a lot trait
- Vacation or live in Sulani
Judgement

- 3 Traits: Proper, Self-Assured, Bookworm, Nosy, Generous
- 1 Aspiration: Academic, Super Parent, Successful Lineage, Neighbourhood Confidante, Vampire Family
- Career Options: Judge, Politician, Detective, Education Administrator, Professor
- Colours: White, Blue, Grey and Yellow
- Skills: Writing, Research & Debate, Charisma, Logic, Photography
Background: A character inspired by Judgement embarks on a transformative journey of self-reflection and redemption. Burdened by regrets and a fear of failing their purpose, they seek to uncover their true calling and guide others toward growth and forgiveness. Along the way, they must confront their own fears and help others heal, ultimately realizing that purpose evolves, and redemption begins within. Can they build a life of compassion and understanding, or will self-doubt hold them back from their awakening?
Generation Goals:
- Achieve a strong friendship with at least five Sims by helping them through personal challenges (e.g., mending broken relationships or mentoring).
- Develop a strained relationship with a family member or romantic partner as a teen or YA. Resolve as an Adult or Elder
- Raise two children with positive character values (Responsibility, Empathy).
- Teach at least one child forgiveness or help them overcome a negative relationship.
- Confront a period of self-doubt by failing at something significant (e.g., getting fired or experiencing a failed relationship).
Storytelling:
Choose 3 of these to pursue throughout their lifetime:
A Personal Awakening:
- Your Sim experiences a pivotal moment of self-discovery. This could involve achieving mastery in a reflective skill like Meditation (Level 10 Wellness), completing a journal, or creating a piece of artwork that symbolizes their journey. This moment should mark a shift in their outlook, enabling them to forgive themselves or let go of past burdens.
Rebuilding a Broken Relationship:
- Choose one strained or broken relationship, such as with a parent, sibling, or former partner. Your Sim must take intentional steps to rebuild this connection through apologies, meaningful interactions, and acts of kindness. A successful resolution of this conflict will represent their ability to guide others toward redemption.
Mentorship:
- Take a younger or struggling Sim under your wing, mentoring them in a skill or guiding them through a personal challenge. Whether it’s helping them overcome poor traits (e.g., Mean, Lazy) or mentoring them in a creative or logical skill, your Sim’s transformation is reflected in their ability to help others grow.
Overcoming a Major Failure:
- Your Sim must experience a significant failure, such as getting fired from their job, losing a competition, or having a relationship end. After a period of self-reflection and rebuilding, they should overcome this setback by regaining their footing in life, symbolizing their resilience and capacity for transformation.
A Symbolic Life Event:
- Create a symbolic event to represent their growth, such as a vow renewal, a family reunion, or a personal celebration. This event should involve close friends and family, emphasizing themes of forgiveness, reconciliation, and transformation. Your Sim must use this moment to inspire others and mark a fresh start.
A Spiritual Journey:
- Your Sim embarks on a journey of reflection by visiting another world, such as Granite Falls (Outdoor Retreat) or Selvadorada (Jungle Adventure). During this journey, they must complete a challenge (e.g., uncovering Selvadoradian relics or mastering herbalism) while reflecting on their purpose. Upon returning home, they implement the lessons learned, marking a major shift in their life and outlook.
Optional
The World

- 3 Traits: Adventurous, Child of the Ocean, Loves the Outdoors, Outgoing, Practice Makes Perfect
- 1 Aspiration: Archaeology Scholar, Jungle Explorer, Eco Inventor, Discerning Dweller, Fount of Tomerang Knowledge
- Career Options: Space Ranger, Marine Biologist, Military Officer, Environmental Manager, Green Technician
- Colours: Green, Blue, Yellow and White
- Skills: Archaeology, Salvadorian Culture, Gardening, Gemmology, Rocket Science
Background: You have reached the pinnacle of your journey. Every challenge, triumph, and setback has prepared you for this moment of wholeness and fulfillment. But endings are also beginnings. As you stand at the threshold of completion, you must decide how to share your wisdom and embrace a new cycle. Will you continue the journey by mentoring others, integrating new experiences, or mastering a new discipline? The world is yours to explore—what will you do next?
Generation Goals:
- Global Exploration: Live, visit and vacation in all the worlds.
- Achieve something in each world, whether that is discovering a some collectables (relevant to the associated pack), a hidden world, a new skill (e.g. skiing) a new woohoo spot etc.
- Decorate your home with items from different cultures (e.g., Selvadoradian artifacts, Sulani decor) to symbolize unity and global harmony.
- Host regular social events, such as dinner parties or attend cultural festivals, to bring others together. (Kava party, Potluck, Spice Festival, Festival of lights etc)
- Raise 2+ children who reflect unity and fulfilment by teaching them empathy and encouraging them to pursue creative, mental, and physical growth. Your Sim’s children must complete their aspirations before they age up to adulthood.
- End your Sim’s journey with a symbolic event, such as a vow renewal or a family reunion.
Storytelling:
Complete 3 of these Scenarios:
The Career Crossroads:
- After reaching the top of one career, your Sim faces a choice: stay in their current field or switch to a completely different one.
- Challenge: Quit their job after reaching the top level and start a new career from scratch, proving that fulfillment isn’t about resting on past achievements.
Cultural Integration:
- Your Sim is tasked with bringing together Sims from different walks of life.
- Challenge: Befriend 10 Sims from various cultures or life states (e.g., a Sulani native, a vampire, an alien, a Sim from Mt. Komorebi) and host a gold-level party where they all feel welcome.
Mentorship Dilemma:
- One of your mentees struggles to reach their goal and considers giving up.
- Challenge: Use your Sim’s mentoring skills to guide them toward success, resolving at least one of their problems (e.g., fixing a relationship or achieving a promotion).
The Legacy Project:
- Fulfillment for The World involves leaving behind something lasting.
- Challenge: Write a book, compose a song, or create a masterpiece painting that symbolizes your Sim’s journey. Ensure the item is kept in the family inventory or home to inspire future generations.
Intergenerational Harmony:
- Your Sim’s children or family members face conflict or misunderstandings.
- Challenge: Use social interactions to repair relationships between family members. Achieve maximum friendship levels with all household members before your Sim ages up to elder.
Global Ambassador:
- The Sim sees an opportunity to unite people across worlds and communities.
- Challenge: Complete the Selvadoradian Culture skill and another culture-related skill (e.g., Snowboarding for Mt. Komorebi or Fishing for Sulani) to become a symbol of global unity. Host a party showcasing items and activities from these cultures.
Optional:
- Get married at the Romance Festival, win at the Humour and Hijinks, win at Geek Con and win the Spice Challenge
- Live in a penthouse apartment
- Spoil the toddlers with the Tunnels with/without the ball pit.
- Host toddler playdates
The Fool

- 3 Traits: Adventurous, Cheerful, Childish, Erratic, Clumsy
- 1 Aspiration: Extreme Sports Enthusiast, Beach Life, Angling Ace, Jungle Explorer, Outdoor Enthusiast
- Career Options: Space Ranger, Interstellar Smuggler, Professional Athlete, Comedian, Painter
- Colours: Yellow, White, Blue and Green
- Skills: Rock Climbing, Snowboarding, Skiing, Fitness, Dancing, Bowling
Background: The Fool steps into a new world, leaving behind all that is familiar. They carry only a small knapsack of essentials, a heart full of curiosity, and a mind brimming with dreams. Unafraid of failure, they trust that every misstep will teach them something valuable. Their journey takes them through uncharted landscapes, where each encounter challenges their innocence and tests their belief in the beauty of the unknown. As they leap from one adventure to the next, they must learn to balance their carefree spirit with the responsibility of shaping their future.
Generation Goals:
- Start YA life with little to no belongings, $500 and no career (odd jobs and scavenging) for first week.
- Have 1 – 2 Children raised with minimal rules.
- The cannot stay in one place for long. Every 5-7 in-game days, they must relocate to a new lot or world.
- Be mischievous when someone is mean/mischievous to you. Use the ‘Convince to’ interaction on friends and family.
- Must experience house fires, passing out due to exhaustion, or relationships souring from hurt feelings.
- Must master one L10 skill from above list.
Storytelling
Take Risks: Every week, roll a dice or use a randomizer to decide if they:
- Spend half their funds on a “wild adventure” (like buying expensive travel gear or taking a vacation).
- Start a relationship (even if temporary).
- Quit a job and pick a new one.
- Have woohoo in several different public locations (rocket ship, bush, etc)
- Your Sim must start a new hobby, skill, or side hustle (e.g., painting, gardening, or acting) and dedicate their free time to it for the week.
- Adopt a pet (any in game animal) or invite a new Sim to move in with them spontaneously.
Optional
- Take time to explore the Jungle at least once in your life
- If playing as a child, collect voidcritters, compete in void battles and put on at least 1 puppet show for friends and family.
- Start YA life with the Irresponsible trait.
The Magician

- 3 Traits: Genius, Creative, Ambitious, Practice Makes Perfect, Self Assured
- 1 Aspiration: Spellcraft & Sorcery, Renaissance Sim, Computer Whizz, Master Maker, Purveyor of Alchemy
- Career Options: Tech Guru, eSport Gamer, Freelance Programmer, Computer Engineer, Trendsetter
- Colours: Red, Yellow, Black and White.
- Skills: Charisma, Logic, Programming, Rocket Science, Research & Debate, Media Production
Background: The Magician stands at the threshold of greatness, their mind brimming with ideas and hands deftly shaping dreams into reality. With their charm and ingenuity, they rise as a leader in their field, inspiring others to see their own potential. But as success mounts, they grapple with a fear of failure and the shadows of control, teetering between creation and obsession. Will they use their power to transform lives or fall victim to manipulation and hubris?
Generation Goals:
- Have clear goal to master a career relevant skill and build a successful career
- They must acquire their first home and career promotions without cheats, focusing on crafting, skills, or side hustles.
- Develop strong relationships with at least five Sims, mentoring one to level up their skills or careers.
- Have two or three children and mentor them to develop at least one skill or talent each
- Have a fully upgraded home by end of generation
- Create a work of art or invention that generates lasting value (e.g., royalties or a bestseller etc).
Storytelling
Take Risks: Every week, roll a dice or use a randomizer to decide if they:
- Invest in a business or expensive item (e.g., a retail lot or instruments etc).
- Start a new skill or aspiration
- Break off a relationship to focus on their non-family based legacy
- For the week use Mischief interactions (e.g., Lie About Career, Spread Rumours, Claim to Be a Criminal Mastermind) to deceive and control Sims
- For the week manipulate relationships by using Sweet Talk, Flirt, or Pick Up Line etc, to seduce Sims and then deceive them, even causing jealousy or drama between other Sims.
- Host 2 social gatherings this sim week
Optional
- Own a retail business (or multiple)
- Have a romantic relationship with an alien or have an alien offspring
- Become a Spellcaster and discover all the mischief spells. Use them on friends and family.
- Have a photo studio (home or retail). Have photography as a hobby.
The High Priestess

- 3 Traits: Bookworm, Romantically Reserved, Paranoid, Sceptic, Loner
- 1 Aspiration: Seeker of Secrets, Zen Guru, Inner Peace, Self-Care Specialist, Lone Werewolf
- Career Options: Paranormal Investigator, Freelance Writer, Novelist, Professor, Relationship Counsellor
- Colours: Blue, White, Black and Grey.
- Skills: Medium, Writing, Wellness, Vampire Lore, Photography, Cross-Stitch,
Background: Shrouded in mystery, the High Priestess walks the line between the seen and unseen, guided by intuition and an unquenchable thirst for hidden truths. Alone in their sanctuary, they deciphers ancient texts and communes with the subconscious, unravelling life’s great enigmas. Yet, their solitude carries a cost—fears of betrayal and exposure threaten to isolate them. Will they share their wisdom with the world, or remain locked in a protective silence?
Generation Goals:
- No PDA (public displays of affection)
- Limit social interactions to reflect their introspective nature.
- Create a hidden room in their home to serve as their “sanctuary,” decorated with mystical items like bookshelves, crystals, and candles.
- Have 1 child. The child must choose a child/teen aspiration related to creativity or knowledge.
- Form one deep romantic or platonic relationship. However, if the relationship becomes strained (e.g., through jealousy or arguments), they must retreat to their sanctuary and sever ties for one in-game week.
- Do not cancel automatic interactions for them, as they trust their gut.
- Do a tarot reading at the various festivals.
Storytelling
Delve into at least three of the following six options over their lifetime:
- Learn all the secrets of vampires by maxing the Vampire Lore and become friends with a Grand Master Vampire.
- Fully explore Glimmerbrook and the Magic Realm. Become a Spellcaster and reach the rank of Virtuoso, mastering every spell and potion.
- Travel to Selvadorada, explore temples, and max out the Archaeology skill. Create a personal collection of relics.
- Max out the Medium skill and hold séances regularly. Banish specters or host guided séances to help others connect with the afterlife.
- Befriend a mermaid or transform into one. Fully explore Sulani, clean up the environment, and learn about the island’s history by interacting with local spirits.
- Use the telescope to find all the celestial discoveries and become a master of the Logic skill. Write research papers to share your findings with the world.
Optional
- Collect all the Tarot Cards
- Age up with Empathetic Trait
- Use the wishing well once a week



