Apocalypse Handicaps & Advantages (by Callista)

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Apocalypse Handicaps & Advantages (by Callista)

Postby Lorinsv » August 7th, 2014, 12:21 pm

:arrow: Moved from the old boolprop:

To try to compensate for the fact that the updated Apocalypse Challenge can be simultaneously too easy for the veterans and too hard for the newbies, these handicaps and advantages were created, which let you customize the Apocalypse to your own preferred level of difficulty.

The advantages have been, as of today, voted by the Borg to be allowable but limited. This would be the reason for the lack of major advantages to match the major handicaps.

What I need:
The Advantages and Handicaps are almost at their final version! Playtesting reports are still coming in, and are always welcome. Also, if you see any loopholes, mistakes, or confusing language that we missed, please point them out! Thanks :)
Last edited by Lorinsv on August 7th, 2014, 12:39 pm, edited 3 times in total.
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Re: Apocalypse Handicaps & Advantages (by Callista)

Postby Lorinsv » August 7th, 2014, 12:24 pm

:arrow: CONTINUED:

A Handicap is an extra restriction that makes an Apocalypse Challenge harder. As a reward, you may subtract a certain number of weeks from your final score.

An Advantage is an exception to the rules that makes an Apocalypse Challenge easier. In exchange, you must add a certain number of weeks to your final score.

If you're not scoring, then just think of these as ways to adjust the challenge to your playing style.

Ground Rules:
1. If an Advantage doesn't explicitly allow you to do something, you can't do it.
2. If a Handicap doesn't explicitly forbid something, you can do it--IF the other restrictions still in place allow it.
3. You may have as many Handicaps as you like. You are allowed two minor and one moderate Advantage (for three total). You may have both Handicaps and Advantages in the same game--add or subtract weeks from your score as necessary; the score adjustments can cancel each other out.
4. If you break a restriction imposed by a Handicap, score the challenge as though you had not taken that Handicap.
5. Yes, you can make the Apocalypse impossible with the wrong combination of handicaps and advantages. So... don't do that.
6. If an advantage or handicap contradicts another advantage or handicap, you can't take them both.
7. Unless specifically stated, handicaps do not affect the founder at college. They do, however, apply to post-Apocalypse sims in vacation neighborhoods.
8. Apocalegacy players: You have the option of lifting all handicaps when your Apocalypse ends and your Legacy is still running. You may, of course, wish to keep Legacy handicaps for the Legacy points.
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Re: Apocalypse Handicaps & Advantages (by Callista)

Postby Lorinsv » August 7th, 2014, 12:33 pm

:arrow: ADVANTAGES:

Minor Advantages: For each Minor Advantage, add one week to your score.
ADRENALINE RUSH
Something has inspired your sims to tap into their hidden energy reserves, but they'll be pretty sore when the rush is over.
During your challenge, before Athletic and Law Enforcement are lifted, for one twelve-hour period (dawn to dusk or dusk to dawn), your Apocalypse household may:
Move all objects on the lot, no matter how big they are; or sell large objects if Business has been lifted
Do the Leap in Arms and Swing Around interactions
Go to work as an Elder or Teen without the required 10 Body points
After these twelve hours have passed, no sims on the lot may skill Body at all--even by allowed methods--for twelve hours.

AID PACKAGE
The government has sent your blighted neighborhood an aid package... but unfortunately, the unscrupulous mayor and local mob have picked it over pretty well before your founder managed to get their hands on it, and the only thing left is an old manual typewriter. Oh, well--at least it's better than nothing!
Your founder may keep and use Humble's computer. If using the sell and re-buy method, they do not have to pay protection on it. The same restrictions apply to it as any other computer.

BIG BACKPACK
Your founder had the foresight to buy himself a gigantic backpack for the trip home from college.
Your founder may return from college with five items in his inventory. Two of these items must be immediately placed to comply with Athletic restrictions. If the founder graduates, one of the five items must be his diploma.

DON'T FEAR THE REAPER
The Grim Reaper owes your Apocalypse family a favor.
During your challenge, before Paranormal is lifted, you may do one of the following, one time only:
Plead with the Grim Reaper
Cast "Expello Mortis" or "Vivificus Zombiae" (if your household has a witch who can obtain and hold the reagents in inventory)
Move a tombstone or urn anywhere on the lot
Resurrect a sim via Bone Phone, paying $9,000 or less (if Adventure has been lifted).

FASHION DESIGNER
Your founder managed to scrounge up a single manual sewing machine.
You may have one sewing machine. Regardless of any other restrictions still in place, anyone on the lot may use it. Items made on the sewing machine may be scrapped if incomplete; all items but the custom clothing may be sold from inventory. Custom clothing (either the clothing available with a silver badge or the custom clothing available with a gold badge) may be placed in a closet and worn by any sim on the lot. Any other non-clothing item created on the sewing machine is subject to all current restrictions and must be sold immediately if it cannot be placed or used. You must pay protection on the sewing machine if you are using a protection payment method that requires it. Stolen or repossessed sewing machines may not be replaced. Remember that if Athletic is in effect, you may never finish sewing the quilt or the large curtains, since they are larger than one tile and would go directly into your inventory when finished.

GELATIN CHEF
Your founder discovered an old warehouse filled to the brim with food. There are just two problems. The Mob has been there first... and the food is nothing but gelatin powder!
Even while Culinary is still in effect, your sims may prepare Gelatin. This doesn't change the one-meal-a-day rule; rationing is still in effect.

HANDYMAN
Your founder has a knack for building.
You may expand your house two floors beyond any current restrictions and may use up to five items per Build Mode category per day instead of two.

KING OF THE GRILL
Your founder is so good at grilling food that he has managed to build his own grill!
While the Culinary restriction is in force, instead of a single $99 grill, you may choose a single grill from any of the grills in the Buy menu.

LEGAL LEGEND
The people of your neighborhood are tired of chaos and desperate for the rule of law.
When Law is lifted, any career that has ever been suppressed by Law is now lifted--even if the sim that suppressed it has since lost the job, been demoted, or even died. Before Law is lifted, these careers are suppressed as usual while a sim at level 10 is living in the household.

LUCKY DISCOVERY
Your Apocalypse founder discovers a strange device abandoned on his new property!
Choose one aspiration reward object and buy it as soon as the aspiration points are available. You may freely use this object until its charge runs out.

MOMENT OF CLARITY
For a painfully short time, even someone affected by radiation-induced dementia may gain the ability to think clearly once more.
Before Pet Service has been lifted, you may give three commands to a single Elder on your lot. You may cancel current actions to do so. If the command glitches out, you may re-issue it; but if the sim is in too poor a mood to comply, the command is wasted. All three commands must be given on the same day.

MYSTIC
Your Apocalypse family has learned to relax despite their trying circumstances.
All controllable sims are allowed to meditate.

NO PRIVACY
Your sims have gotten used to their tight quarters and have learned to tolerate a little necessary indecent exposure and sleep through anything!
Even while Architecture is in place, you may buy and place the room dividers ("The Great Divide by Divisive Divicrats"). These still count as Fences and obey the two-per-day rule.

PROFESSIONAL UNDERACHIEVER
One of your sims is so good at slacking off that he's able to do so even in the most extreme of conditions.
During your challenge, before Slacker is lifted, one sim from your family may do one of the following:
Miss a day of work (either by not showing up, calling in sick, or using a vacation/maternity/pregnancy leave day)
Choose "Ignore" on a single chance card
Re-enter, once, the same career path he has left (due to being fired, quitting, or leaving to go to college).
If vacations are allowed under the current set of restrictions: Go on vacation, once, without quitting his career. May not take anyone else with him.

SQUEAKY CLEAN
Your founder has found a well of clean groundwater on the property!
Your household may purchase one of the cheapest showers, which may be used once a day for a single member of the family to shower.

TELEPATHIC LOVERS
Your sims have a telepathic connection with those they are engaged to, and can send a vague mental message that tells their intended that they want to see them.
If Hopelessness has been lifted, a sim may at any time (regardless of Gamer restrictions) call to invite their intended spouse over to the Apocalypse lot. Once invited to the lot, the calling sim must immediately propose marriage to the visitor. If the proposal is rejected, the telepathic connection is broken and any further invitations can be issued only when the phone lines are open. That doesn't, however, prevent the calling sim from building up the relationship and proposing marriage again--if he can manage it before his love leaves.


Moderate Advantages: For each moderate advantage, add five weeks to your score.
ANIMAL HERO
Your household has trained an amazing animal who does more to save the post-apocalyptic world than most Sims ever will!
Choose one Pet restriction. This restriction is automatically lifted when the first Pet restriction is lifted (in effect, the first pet to top a career lifts two pet restrictions instead of one).

ENGINEER
Your Apocalypse founder has created a great invention!
Your household permanently unlocks one chosen aspiration reward, and may buy, place, and use that aspiration reward at will (if the points are available). If you choose Smart Milk or Elixir, remember that you must still lift Oceanography to obtain the ingredients.

FISHERMAN'S DREAM
The Apocalypse has miraculously spared the waters!
Regardless of any current restrictions, your sims may fish, dig out ponds with the water tool, cook fish, hold fish and fish dishes in inventory, stock the refrigerator with fish, display mounted fish (and boots), and sell caught fish (and boots) from inventory or Buy mode. (This applies only to fish that can be caught from ponds; salmon and lobster are still restricted by Culinary and Oceanography.) Your sims may live on a beach lot, but may not swim in the ocean until Oceanography is lifted. Remember, though, that you must still clear the skies, via Music, or all fishable ponds will be frozen over.

INSPIRATIONAL LEADERSHIP
Your Apocalypse family is good at keeping the neighborhood's spirits up.
When the first sim in your Apocalypse household reaches level 8 in a career (even if he does not subsequently lift the career restriction), Hopelessness is lifted. Furthermore, your household may adopt strays when the first sim in the household reaches level 5 in a career.

MAGICAL TALENT
Your sims have a natural talent for magic.
Once Paranormal has been lifted, you may freely place the cauldron and spellbook, create and use all cauldroncrafted items except the Thrones, cast spells, buy things from Head Witches, Ask to Learn the Path to become a witch, travel by broom whenever travel by car or carpool is allowed, and display and view reagents. For the purposes of the Life of crime and Business restrictions, this advantage negates the Cauldron's status as a crafting bench, and allows use of the Cauldron to produce unlimited quantities of all cauldroncrafted items except the Thrones, even if Business and/or Life of Crime are still in effect. Note: The Athletic restriction still prevents you from holding more than three reagents in inventory.

NO PETS ALLOWED
Post-Apocalypse pets are shy and feral, and do not trust Sims not to eat them! Roving packs of wild dogs and feral cat clans are all that's left of the neighborhood's pets.
Ignore all Pets restrictions. These restrictions do not have to be lifted to end the Apocalypse. Your household may never have a pet, may not interact with strays or the Leader of the Pack, and may not buy anything from the Pets tab. For Apocalegacy players, this restriction is lifted when the Apocalypse ends (you may collect Pets points as normal).
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Re: Apocalypse Handicaps & Advantages (by Callista)

Postby Lorinsv » August 7th, 2014, 12:35 pm

:arrow: HANDICAPS:

Minor Handicaps: For each minor handicap you take, subtract one week from your score.
ASPIRATION FAILURE CHALLENGE
The postapocalyptic community suffers from severe prejudice against mental illness, and even the rumor of it causes them to permanently distrust any individual they deem to be "crazy".
A sim who has gone into aspiration failure (rock-bottom aspiration that summons the Sim Shrink) is not eligible to lift a restriction (including Hopelessness and Alien Technology). Going into aspiration failure after lifting the restriction doesn't cancel the lift, though; the community has already seen the benefits of the innovation and they don't wish to give it up.

GPA DISASTER
Your founder just isn't cut out for college...
You may play through college normally, but your founder may not graduate or drop out--he must be expelled! When your founder is expelled, s/he enters the Apocalypse normally. Your founder may not achieve a LTW while in college. Your founder may join the secret society, may spend as much time at college as s/he wants (while still being expelled), and may bring back the usual three items.

HANDS OFF THE FOUNDER!
Until the Apocalypse brings him back to his senses, your founder is very determined to resist your attempts to control him.
While your founder is in college, you may give only the following commands:
Choose or change your major
Do homework, term papers, and research
Go to final exam
Go to a community lot
Go home
Skill, but only if the skill is required to expand the current grade bar
Any command that fills Hunger--but only if your founder's hunger bar is at least half empty
Throw a graduation party, Return Home, or Drop Out (when time is up)
You may also give up to three other commands per day. These commands must be directly related to a Want or Fear your founder has rolled. You may use more than one command to prevent a Fear or fulfill a Want (for example, invite a sim over and then kiss them, if your founder has rolled the want to kiss someone), but only up to three per day. You may cancel a current action when you give an allowed command, but not anytime else.
Your sim may live in a dorm or in a place of their own, if they can afford one. You may freely lock Wants and Fears, change aspirations when the opportunity arrives, use buy/build mode, use your sim's inventory, and place aspiration rewards.

JEALOUS GOD
Poseidon has been angered, and simply will not allow your sims to worship any deity other than himself.
Jumbok may not be placed. This handicap is lifted along with the Oceanography restriction. The Oceanography restriction cannot be one of the first three lifted. To lift the Oceanography restrictions, an eligible sim must be at level 10 in Oceanography after three or more career restrictions have been lifted.

LOST CHILDHOOD
Children in the Apocalypse grow up fast. They spend most of their time learning a zombie's vulnerable spots and choking down rotten mystery meat; there's just no time to play.
Before Entertainment is lifted, you may not place or use any Fun-raising item from the Kids category. The Entertainment restriction cannot be one of the first three lifted. To lift the Entertainment restrictions, an eligible sim must be at level 10 in Entertainment after three or more career restrictions have been lifted.

MEAN MOB
While the Criminal restriction is in effect, you may never pay bills (get used to the repo man!) and, after selling and re-buying (unless you cannot re-buy) your refrigerator and all beds, must reduce your total money to zero every Sunday night. Before Business is lifted, the weekly Mob payments are the only source of refrigerator sales; you may not buy more than one refrigerator. The Life of Crime restriction cannot be one of the first three lifted. To lift the Life of Crime restrictions, an eligible sim must be at level 10 in Life of Crime after three or more career restrictions have been lifted.
Sims at Uni must pay protection at the beginning of every semester, just after they receive their grant. As usual, beds and refrigerators can be sold and re-bought; after this, money must be set to zero. If you have multiple sims that don't have synchronized finals, only the oldest must set money to zero after paying protection. All others must simply pay protection equal to the amount of whatever grants they receive.
This restriction does NOT replace any Life of Crime payment method you are currently using; it is applied in addition to the usual protection payments or Cheapest Item restrictions.

MUGGED!
Your founder was mugged on the way home from college!
The founder may bring home only his diploma from college (the muggers figure it isn't worth the paper it's printed on). Since your founder was smart enough to hide his simoleons in a money belt, any money they brought home from Uni is also safe.

MUGGLE WORLD
The supernatural simply doesn't exist in your sims' world; Werewolves, Witches, and Vampires are figments of your sims' imagination and no more.
No sim--including the founder at college--may ever interact with the Head Witch, Leader of the Pack, or Count/Contessa; nor may they buy Cauldron-crafted items; nor may they interact with any Werewolf, Witch, or Vampire. If any member of your household ever acquires a Witch, Vampire, or Werewolf life state, you lose the bonus points for this handicap. You may not use the Genie Lamp; it's nothing more than an unusual antique (if you have lifted the relevant restrictions, you may still sell, give away, or destroy the Lamp, or just ignore it.)
Zombies still exist (they're an effect of the radiation or a zombie-making virus); Plantsims result from pesticide abuse; Aliens may be technologically advanced, but they're not magical; and Bigfoot is simply a hairy humanoid who lives in the mountains, not a magical creature.

PLATINUM CHALLENGE
The community despises happy-go-lucky folk; they could be doing drugs.
If a sim has permanent platinum mood for any reason, he is not eligible to lift a restriction (this also prevents sims from lifting the career restriction in their Lifetime Want career, since doing so causes them to go permaplat). Gaining permanent platinum after lifting a restriction is fine; even a neighborhood of pessimists can excuse a little celebration after such a major accomplishment. This restriction does not affect Pet restrictions, but it does affect Hopelessness and Alien Technology.

PRIMITIVE JOURNALISM
The breakdown of the newspaper industry has affected online classifieds, too.
Before Journalism is lifted, the only jobs available are the first job in the newspaper delivered that day, and the first job available on the computer (if all other current restrictions allow you to use the computer to search for jobs). If the job is listed under their major, Uni graduates may take the first or second jobs in the paper, or the first, second or third job on the computer. The Journalism restriction cannot be one of the first three lifted. To lift the Journalism restriction, an eligible sim must be at level 10 in Journalism after three or more career restrictions have been lifted.

RETURN OF THE GPA DISASTER
For every sim in your Apocalypse household that graduates from college, one sim must have been expelled from college. (For example, before Anna is allowed to graduate college, Bob must already have been expelled; before Carl can graduate from college, Donna must already have been expelled, and so on.) To take this handicap, you must also take the "GPA Disaster" handicap. Married-in Uni students count as graduates if they get their degrees when they move into the household.

SARDINE CAN
Frequent high winds in your area have made it unsafe to build tall buildings, so the family will have to adjust to living in a very small space.
You may not build on more than two floors above ground. You may have an accessible flat roof and place items there, and you may have an awning above that to comply with Music restrictions. Basements do not count against this rule, but driveways do.

SERIOUS BUSINESS
Since the Apocalypse, general consensus has decided that talking about frivolous pastimes just wastes time that could be spent doing something more important.
You may not direct your sims to Talk about Hobby (autonomous Talk About Hobby is fine). This handicap is lifted along with the Entertainment restriction. The Entertainment restriction cannot be one of the first three lifted. To lift the Entertainment restriction, an eligible sim must be at level 10 in Entertainment after three or more career restrictions have been lifted.

STIFF JOINTS
Sims weakened by radiation discover that they're nowhere near as flexible as they used to be; bending themselves into yoga positions has such a high risk of injury that it's completely out of the question.
You may not direct your sims to Do Yoga. This handicap is lifted along with the Athletic restriction. The Athletic restriction cannot be one of the first three lifted. To lift the Athletic restriction, an eligible sim must be at level 10 in Athletic after three or more career restrictions have been lifted.

UNEMPLOYMENT OFFICE
As in any self-respecting Apocalypse, the economy sucks. Long lines at the unemployment office mean you can't just pick and choose when you're looking for work--you've got to take what you can get.
When a sim is looking for a job (you declare the sim to be "looking for a job"), he looks at the newspaper (or computer, if allowed) and takes the first job available there, under current restrictions, that has not yet been lifted or suppressed and does not currently have any other sim in the household employed in that track. If there's no such job, he keeps looking at the newspaper (or computer) every day until he finds one. Once employed, the sim is not eligible to look for another job until seven days have passed (even if he loses the job). When a sim "looking for work" checks the computer or newspaper on the first day he's checking for jobs, he must be the first person to check the newspaper or computer that day. Moved-in sims already in a career track may continue in that career track. This handicap does not affect pet jobs, Hopelessness, or Alien Technology.

ZOMBIE APOCALYPSE
Download and install the Zombie Apocalypse mod. Your starting apocalypse neighborhood must have at least ten zombies; after you turn them into zombies, you must give each original zombie 10 Outgoing points via the boolprop cheat (spawn the sim modder, then change personality). If any member of the apocalypse household is turned into a zombie, the only interaction this member is allowed to have with non-zombies is the "Eat Brains" action. If a zombie household member interacts with anyone in any other way, no matter who initiates the interaction, this interaction must be canceled and immediately replaced with "Eat Brains". Children and toddlers are safe--your entire household is working to protect the all-important next generation--but all interactions with zombies must still be canceled. "Eat Brains" may not be canceled out of a sim's queue. You may still give sims commands to try to get "Eat Brains" to drop out of their queues, and you may (and probably should!) lock your door to keep zombies out. This handicap is lifted along with Military.; at this point, any zombies are still zombies but are controllable as normal (remove the zombie apocalypse mod). The Military restriction cannot be one of the first three lifted. To lift the Military restriction, an eligible sim must be at level 10 in Military after three or more career restrictions have been lifted.


Moderate Handicaps: For each moderate handicap, subtract five weeks from your score.
ADULT START
Your founder is poorly prepared for the Apocalypse.
Start the challenge with a CAS adult sim instead of a college graduate.

BLOOD TIES
There's something special about this family--and in this case, it's genetic.
In addition to the existing rules on who is allowed to lift a restriction: In order to lift a restriction, a sim must be related, by blood and not just marriage, to the founder. (This does not affect pet restrictions or Alien Technology.) You may not take the "Hopeless" handicap.

FOLLOW YOUR DREAMS
Someone must check the paper (and computer, if allowed) every day. If an Apocalypse sim who has a career-related LTW is not yet in Permanent Platinum, and the career he wants comes up as a career he can take, he must take that career immediately (unless he is already in that career track). It doesn't matter whether he is currently employed or not, what level he's at, whether he's lifted a restriction yet, or whether the career he wants has been lifted or not. Your sims are allowed to immediately quit jobs in their LTW career tracks, but they must still take the jobs whenever they come up. Exception: If Slacker has not been lifted, sims who are barred from their LTW career tracks because they have had and lost jobs in that track before are stil not allowed to take a job in their LTW career track, even if one comes up.

HANDS OFF THE FOUNDER: xTREME!
Until the Apocalypse brings him back to his senses, your founder is practically a genius at resisting your attempts to control him.
You are allowed only one command per semester; it may be any command you like, but only up to one per semester. You may freely lock Wants and Fears, change aspirations when the opportunity arrives, use buy/build mode, use your sim's inventory, and place aspiration rewards if the points are available. If you have used up that semester's command when time runs out, you may use one more command to have your founder throw a graduation party, return home, or drop out. If you take this handicap, you may not score points for the Hands Off the Founder handicap.


Major Handicaps: For each major handicap, subtract ten weeks from your score.
BAD MOOD
In the Apocalypse, it's really hard to stay in a good mood, no matter how nice your things are.
You may not create, buy, or place any passive mood-boosting items, including Snapdragons, Jumbok, the Gutentaugen Award (Journalism), Personal Fame Stars (Entertainment), or the Thrones of Light/Dark. Your sims may not Rally Forth, use Energizers, wear Noodlesoothers, or cast the spells Benemoodus Simae, Benemoodus Populus, or Cleanius Corpus. Plantsims may not use Spores of Happiness. No one may go on an outing or a date. You may not drink Pepper Punch or Strawberry Lemonade. You may not use the Genie Lamp to wish for Peace of Mind. If you take this handicap, you may not score points for the Jealous God handicap.

GRIM'S CHALLENGE
With the extra workload caused by all those Apocalypse challenges, the Grim Reaper is annoyed--REALLY annoyed. And when Grim ain't happy, ain't nobody happy.
To lift any career restriction, a sim must top that career and then die a platinum old-age death on the main Apocalypse lot. The restriction is lifted when the sim dies, leaving a gold tombstone. Nothing special happens when the sim reaches level 10 in the career, and he does not need to remain in the career after reaching level 10. Under this handicap, careers cannot be suppressed; they can only be lifted. If a career cannot be lifted when a sim who has reached level 10 in that career dies a platinum death, it is neither suppressed nor lifted. If a sim reached level 10 in more than one career, only the first counts for purposes of lifting a restriction. A sim may die a non-platinum death and still lift a restriction if he is later resurrected and dies a platinum old-age death. The platinum tombstones/urns need not remain on the lot to count as lifted restrictions, and may be moved once other restrictions allow it. (Hopelessness, Alien Tech, and Pet restrictions can be lifted as normal.)

HEIRS ONLY
Only two restrictions may be lifted for each generation, one by the heir (or founder) and one by their spouse. Pet restrictions, Hopelessness, and Alien Tech can be lifted anytime.

HOPELESS
The Apocalypse has totally drained the city's will to live. Only a return to normal will pick up their spirits.
The Hopelessness restriction cannot be lifted. You may never move in, marry, or adopt any sim into the family. However, you may use Family aspiration perks after your founder's first child is born. College students may still move back in after returning from college. If you take this handicap, lifting the Pets restrictions is not necessary to win the challenge. You may not use a Pregnancy for All Genders hack, but if stargazing is allowed, alien pregnancies and multi-PT hacks (to allow alien sims to become alien pregnant) are fine. If you take this handicap, you may not also take the "Blood Ties" handicap.

PREDESTINED CAREERS
In the Apocalypse, no one has the luxury of waiting to find the perfect job. Children have to be fed; you take what you can get.
When a sim grows up or is moved into the main lot without a job, you may choose any job that can be taken that day for your sim's predestined career, which is the only career which that sim may lift (or suppress). If the sim's predestined career has already been lifted, he is not eligible to lift any restrictions. A sim moved into the family already working in a career has that career for his predestined career. If a sim reaches the top of a career that is not his predestined career, he does not lift (or suppress) that career. This handicap does not affect pet jobs, Hopelessness, or Alien Technology. The founder may lift any restriction.

RANDOM APOCALYPSE
Use some random selection method (papers in a hat, dice, etc.) to arrange the available careers in random order. (You may want to use the Career Randomizer, here.) The career restrictions will be assigned to sims to be lifted in that order; any sim that reaches the top of a career that is not his assigned career does not lift that restriction nor use up his one allowed lift. Any sim that fails to lift a restriction is reassigned the next career down the list where nobody is employed. Any sim in the household who has not yet been assigned a career may be assigned the next job on the list. If desired, sims may live in the household indefinitely without being assigned a career. Sims may not be assigned a career unless they are Adults. The founder may lift any restriction. Look over your list before you start playing--if it will be impossible (not just difficult) to lift the careers in this order, re-generate the list. (Out of order jobs can be lifted by the founder. Uni jobs before Education/Military can be lifted if the founder moves in Uni spouses for heirs after an Intelligence lift. Politics/Slacker/Law Enforcement can be passed along from sim to sim, suppressed until Law is lifted.) This handicap does not affect pet jobs, Hopelessness, or Alien Technology.

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Re: Apocalypse Handicaps & Advantages (by Callista)

Postby Lorinsv » August 7th, 2014, 12:36 pm

:arrow: CONTINUED

LEGACY HANDICAPS:
http://www.legacychallenge.com/handicaps.html
Some Legacy handicaps are suitable for use in an apocalypse, but thanks to the unique conditions of an Apocalypse, they make things much harder than they usually would. If you're not using Legacy scoring, these Legacy handicaps can also be scored as Apocalypse handicaps.

Legacy handicaps stay in effect even if you lift a restriction that would normally allow the things the legacy handicap prohibits.

Brief descriptions follow these Legacy handicaps. Please check the Legacy site for the full official text.

Minor Handicaps (Subtract 1 Week):
Danger Zone: Whenever a sim is in The Zone, you can't cancel their activity but must wait until they stop on their own.
Do it Yourself: May never hire anyone from the Service or Delivery phone menu or have a Servo. May not influence to do Service tasks. May still adopt. Founder and heirs must max Work interest or Tinkering hobby.
eXtreme: Start in a 5x6 lot without going to college. Forces Adult Start (you may collect points for the Adult Start handicap).
Fearless: May not ignore chance cards; must repair your own electronics; may not purchase burglar alarms. Founder and heirs must max Crime interest or Gaming hobby.
Free Roaming Ghosts: May not sell or place tombstones/urns in inventory. Ghosts must be free to access the entire lot.
Gas Line: No digging for treasure; no basements; no pools.
International Turmoil: All sims going on Vacation must have 10 Body.
Middle of Nowhere: Except 1st day: Only 1 Buy mode item and 2 of each Build mode item. Must use own car to get everywhere (except for Children in school buses). Can still buy things from businesses.
One Way Street: No Elixir of Life.
Patriarchy/Matriarchy: Heirs must all be of the founder's gender.
Presidential Physical Fitness: Sims must never become Unfit; born-in sims become fit before adulthood, moved-in before Elderhood. Founder and heirs must max Sports interest or Sports Hobby.
Storyteller: Every heir must write a novel. You must write your family's story and post it.
Strict Family Values: Family sim founder. No Woohoo until married. Must always Try for Baby unless too old or already pregnant.

Moderate Handicaps (Subtract 5 Weeks):
Aspiring to Do it the Hard Way: No Aspiration Rewards (except to make a grilled cheese sim). You also get points for "One Way Street".
Hypochondriac: 10 Neat founder with Stink turn-off. Every room contains one sink. Sick sims must stay in a locked room for one week.
Livin' VERY Large: Founder starts Unfit and has 5 or fewer Active. No sim may ever become Fit; sims must become Unfit before adulthood (born in game) or elderhood (moved in). Founder and heirs must max Food interest or Cuisine hobby.
Multi-Cultured: May only date, marry, move in sims from vacation neighborhoods, with a different aspiration, hair, and skin color from their own.
Noble Composure: Sims may never pass out or wet themselves. Founder and heirs must max Culture interest or Film/Lit hobby.
True Love: Founder and heirs may only Try for Baby with sims they have 3 Lightning Bolts with. Abductions are still OK.

Major Handicaps (Subtract 10 Weeks):
Obey your Sims: Fulfill one want per day for the Founder or youngest heir. Founder must have 2 or fewer Nice. Founder and heirs must max Toys interest or Games hobby.
Tight Job Market: Sims only take new jobs on Monday. Only the first job on the computer and newspaper are available. No two sims may pick the same job on any given Monday. Your sims may not be employees in a player business and may not barista, bartend, or be a cook on a community lot. Founder and heirs must max Money interest or Arts & Crafts hobby.

Insane Handicap (Subtract 20 Weeks and submit evidence because I don't believe you can do it):
Hands Off: Each sim gets only 3 commands per day.

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Re: Apocalypse Handicaps & Advantages (by Callista)

Postby Ani-Mei » August 7th, 2014, 12:40 pm

I never bothered to look up any of these when I started my Apocalypse, now I wish I had. It would have helped me out. >_< I figured I had to do on my own, no cheats however cleverly they may be renamed.
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