Post by troytalks on Sept 22, 2019 16:11:17 GMT
My favorite Sims 3 expansion pack is Supernatural and as the Halloween season approaches, I've decided to take a step towards doing something that I have wanted to do for a long, long time: to make a sims 3 let's play on youtube. I want to showcase why I still love the sims 3 in 2020, years after its initial release, and I want to start with the Supernatural expansion pack. To prepare for the theme of the first series of the Let's Play, I imagined having a career for witch hunters to add a bit of excitement and danger to my gameplay, and after writing down a few notes, I began to ask myself certain questions about the hunters and thought: What if they don't like any of the supernaturals at all? And so I ended up writing out this career based on a secret society run by humans and made for hunting all supernaturals.
Location: based at the Business rabbithole or City Hall
Uniforms? I would suggest all black.
It has ten levels and focuses on the Athletic, Charisma, and Logic skills.
Tones
The career has all of the usual tones
"business as usual" will raise the logic skill
"take it easy" will raise the energy bar but halt job performance
"meet coworkers" will increase charisma
plus 5 custom tones:
Intimidate Supernaturals, <- Increases progress in Athletic Skill (Available @ levels 1-4)
Hunt Supernaturals, <- Increases progress in Athletic Skill (Available @ levels 5, 6, 8, 9, and 10)
Burn Witches, <- Increases progress in Athletic Skill (Available @ level 7)
Interview Locals, <- Increases progress in Charisma Skill (Available @ all levels)
and Plan an Attack, <- Increases progress in Logic Skill (Available @ all levels)
Bonus: on Spooky Day
Joining Text:
Vampires and werewolves and witches, oh my! The town is currently under attack from various supernaturals and the humans of the region can no longer rely on the mayor's local police force to keep up with the escalating violence. Fortunately, a mysterious organization known as SSS, short for Supernatural Slayer Society, is recruiting new members to fight on behalf of humans everywhere. Do you have what it takes to answer the call?
Career Levels:
1.) Scout: §25/hour 7pm-2:30am on W,Th,F,Sat,Sun
~As a scout you are not yet part of the SSS (Supernatural Slayer Society) - and you have a lot to prove. Build your charisma skill by discreetly interviewing the locals to find out which of their neighbors is suspicious. Follow every lead and investigate every clue to determine whether the accused is simply strange or...strangely simple. Supernaturals are masters at hiding in plain sight and it's your job to identify them and report back to your superiors. If you do well, you may be invited to go hunting with the boss but until then you can expect to be given all the work the Slayers don't want to do...like disposing of the bodies after a successful hunt.
Performance Factors:
Mood
Charisma (2)
2.) Apprentice: §50/hour 7pm-2:30am on W,Th,F,Sat,Sun
~The valuable information you obtained was deemed credible. The town is full of suspicious activity: wolf sightings at the parks, neck bite injuries at the hospital, and increasing sales for broomsticks. The bad news is that the problem seems to be much worse than anyone predicted but the good news is you were noticed by one of the senior Slayers for your hard work and dedication, (not to mention your talent for cleaning up messes), and you were referred to the Society as an apprentice. This means you will begin training immediately and will be learning the ins and outs of fighting - and killing - supernaturals of every type. You will be starting with the easiest: ghosts, mermaids, plantsims, and genies. The work only gets harder from there and as you train you should expect to put your blood, sweat and tears into the process...maybe even literally. Good luck, you'll need it.
Performance Factors:
Mood
Charisma (3)
Athletic (2)
3.) Militant: §75/hour 7pm-2:30am on M,T,W,Th,F
~Your hard work is paying off and your promotion is much deserved but you're eager to go on a real hunt. However, your seasoned superiors insist you continue training to better prepare you for the dangers to come. Witches, Vampires, and Werewolves are the most deadly supernaturals to provoke and you will have to put your beginner's excitement behind you if you want to show the boss that you understand the risks involved in the job. You will be putting your life on the line in the near future and the Society demands that all of its militants increase their athletic skills and gain logic. Only the strongest fighters and brightest minds will survive. Many of your fellow comrades will not be chosen to advance, and you better hope you're not one of them.
Performance Factors:
Mood
Athletic (4)
Logic (2)
4.) Protector: §90/hour 3pm-12:30am on M,T,W,Th,F
~After what feels like years, you have finally passed your last day of training. As a Protector, you are required to prove yourself as a productive member of the SSS. You need to offer your services to the public as part of the Society's agreement with the town council. Rumors are growing that the supernatural community is at war with itself and the effects are resulting in human casualties. Now, more than ever, the region needs Protectors like you to shield its residents from being caught in the crossfires as the vampires and werewolves battle over territory while the witches protect their own. A storm is brewing and the humans have a target on their backs - and necks. Use your charisma skills to calm the townies during the day and be ready to stay on high alert throughout the night. Whether that means enforcing the town curfew, participating in raids, or locating a missing person, your abilities are to be used to help those in need.
Performance Factors:
Mood
Charisma (5)
Athletic (5)
Logic (4)
5.) Assassin: §155/hour 7pm-12:30am on M,T,W,Th,F
~Congratulations, {insert first name}! Those who were once your superiors are now your peers. Your progress, however, does not have to end here. The Assassins are the Society members who have shown that they can survive the night. Recruitment of more supernatural hunters is an ongoing task that is now yours but stick to the shadows - not only do other slayers know of you, but so do a few supernaturals now. Keep to your hunting grounds, stay quick on your feet and don't cause too many problems and you'll manage to live another day.
Performance Factors:
Mood
Charisma (5)
6.) Werewolf Hunter: §180/hour 7pm-12:30am on M,T,W,Th,F
~The Society has reviewed your work and is unanimously pleased. The time has finally come for you to take an apprentice of your own as you accept the role of Werewolf Hunter. Every good hunter knows that the best defense is a good offense. Arm yourself with silver bullets and show the rookies how it's done by eradicating the wolves one by one and pack by pack while gaining experience in the process..
Performance Factors:
Mood
Athletic (8)
Logic (6)
7.) Witch Hunter: §225/hour 7pm-12:30am on M,T,W,Th,F
~Having noticed your efficiency in the previous position, the Society has decided to let you handle more formidable powers. The powers of witchcraft. All of your skills will have to be harnessed to successfully defeat the covens that litter the town but keep in mind that the witches are more human in nature than their wolf and vampire counterparts. Appealing to their humanity can disarm and deceive them but be careful: when faced with an attack witches close ranks and band together to protect themselves. They should not be underestimated. Pull it off correctly and you will be richly rewarded in the near future.
Performance Factors:
Mood
Charisma (6)
Athletic (8)
Logic (7)
8.) Vampire Slayer: §275/hour 10pm-5:30am on M,T,W,Th
~You now have all the time you want to eat well, drink well, and pursue any personal vendettas, but don’t forget to practice your skills or they’ll get rusty with you sitting around all day. The vampires may be the last supernaturals standing that aren't in hiding and your job is to expose the bloodsuckers for the parasites they are. But fair warning: unlike werewolves and witches, vampires have no humanity left in them and will be ruthless and vicious in a fight. Outsmart them and attack with everything you've got for the sake of the human lives that will be taken if you fail. No pressure.
Performance Factors:
Charisma (8)
Athletic (10)
Logic (8)
9.) Reaper: §375/hour 7pm-2:30am on M,T,W,Th
~Few have made it to where you are now. Your reputation is so intimidating that supernaturals refer to you simply as the Reaper. Your job is to keep the town free of supernaturals and thankfully you're good at it. Continue to boost your logic skill. Your mind is the biggest asset to the Society and learning more about the enemy now may save lives the next day. Congratulations on the promotion; let's hope we don't screw it up.
Performance Factors:
Charisma (9)
Athletic (10)
Logic (9)
10.) Authority: §500/hour 7pm-2:30am on M,T,W,Th
As head of the Supernatural Slayer Society, The Authority is known as the leader of the underground. At last, you have been given the title that you worked so long for. You’re the boss now so you’ll need to be sure that everyone does their job properly – swiftly and with style. You finally made it. You came a long way. A lot of hard work was put in and much blood was spilled, but it was all worth it. Now you run the show and sometimes you are the show. Keep the town safe and you may end up with your own honorary statue in front of city hall in tribute to your legacy of protecting humanity. You're officially the baddest Slayer in town and the most vicious fighter around. You have earned your place...but know this: with power comes danger, not only from enemies but also from within the Society itself. Everybody wants to rule the world and the rookies you train today may one day become your greatest enemy if you're not careful. Enjoy the power while you can. Nothing lasts forever.
Performance Factors:
Charisma (10)
Athletic (10)
Logic (10)
Location: based at the Business rabbithole or City Hall
Uniforms? I would suggest all black.
It has ten levels and focuses on the Athletic, Charisma, and Logic skills.
Tones
The career has all of the usual tones
"business as usual" will raise the logic skill
"take it easy" will raise the energy bar but halt job performance
"meet coworkers" will increase charisma
plus 5 custom tones:
Intimidate Supernaturals, <- Increases progress in Athletic Skill (Available @ levels 1-4)
Hunt Supernaturals, <- Increases progress in Athletic Skill (Available @ levels 5, 6, 8, 9, and 10)
Burn Witches, <- Increases progress in Athletic Skill (Available @ level 7)
Interview Locals, <- Increases progress in Charisma Skill (Available @ all levels)
and Plan an Attack, <- Increases progress in Logic Skill (Available @ all levels)
Bonus: on Spooky Day
Joining Text:
Vampires and werewolves and witches, oh my! The town is currently under attack from various supernaturals and the humans of the region can no longer rely on the mayor's local police force to keep up with the escalating violence. Fortunately, a mysterious organization known as SSS, short for Supernatural Slayer Society, is recruiting new members to fight on behalf of humans everywhere. Do you have what it takes to answer the call?
Career Levels:
1.) Scout: §25/hour 7pm-2:30am on W,Th,F,Sat,Sun
~As a scout you are not yet part of the SSS (Supernatural Slayer Society) - and you have a lot to prove. Build your charisma skill by discreetly interviewing the locals to find out which of their neighbors is suspicious. Follow every lead and investigate every clue to determine whether the accused is simply strange or...strangely simple. Supernaturals are masters at hiding in plain sight and it's your job to identify them and report back to your superiors. If you do well, you may be invited to go hunting with the boss but until then you can expect to be given all the work the Slayers don't want to do...like disposing of the bodies after a successful hunt.
Performance Factors:
Mood
Charisma (2)
2.) Apprentice: §50/hour 7pm-2:30am on W,Th,F,Sat,Sun
~The valuable information you obtained was deemed credible. The town is full of suspicious activity: wolf sightings at the parks, neck bite injuries at the hospital, and increasing sales for broomsticks. The bad news is that the problem seems to be much worse than anyone predicted but the good news is you were noticed by one of the senior Slayers for your hard work and dedication, (not to mention your talent for cleaning up messes), and you were referred to the Society as an apprentice. This means you will begin training immediately and will be learning the ins and outs of fighting - and killing - supernaturals of every type. You will be starting with the easiest: ghosts, mermaids, plantsims, and genies. The work only gets harder from there and as you train you should expect to put your blood, sweat and tears into the process...maybe even literally. Good luck, you'll need it.
Performance Factors:
Mood
Charisma (3)
Athletic (2)
3.) Militant: §75/hour 7pm-2:30am on M,T,W,Th,F
~Your hard work is paying off and your promotion is much deserved but you're eager to go on a real hunt. However, your seasoned superiors insist you continue training to better prepare you for the dangers to come. Witches, Vampires, and Werewolves are the most deadly supernaturals to provoke and you will have to put your beginner's excitement behind you if you want to show the boss that you understand the risks involved in the job. You will be putting your life on the line in the near future and the Society demands that all of its militants increase their athletic skills and gain logic. Only the strongest fighters and brightest minds will survive. Many of your fellow comrades will not be chosen to advance, and you better hope you're not one of them.
Performance Factors:
Mood
Athletic (4)
Logic (2)
4.) Protector: §90/hour 3pm-12:30am on M,T,W,Th,F
~After what feels like years, you have finally passed your last day of training. As a Protector, you are required to prove yourself as a productive member of the SSS. You need to offer your services to the public as part of the Society's agreement with the town council. Rumors are growing that the supernatural community is at war with itself and the effects are resulting in human casualties. Now, more than ever, the region needs Protectors like you to shield its residents from being caught in the crossfires as the vampires and werewolves battle over territory while the witches protect their own. A storm is brewing and the humans have a target on their backs - and necks. Use your charisma skills to calm the townies during the day and be ready to stay on high alert throughout the night. Whether that means enforcing the town curfew, participating in raids, or locating a missing person, your abilities are to be used to help those in need.
Performance Factors:
Mood
Charisma (5)
Athletic (5)
Logic (4)
5.) Assassin: §155/hour 7pm-12:30am on M,T,W,Th,F
~Congratulations, {insert first name}! Those who were once your superiors are now your peers. Your progress, however, does not have to end here. The Assassins are the Society members who have shown that they can survive the night. Recruitment of more supernatural hunters is an ongoing task that is now yours but stick to the shadows - not only do other slayers know of you, but so do a few supernaturals now. Keep to your hunting grounds, stay quick on your feet and don't cause too many problems and you'll manage to live another day.
Performance Factors:
Mood
Charisma (5)
6.) Werewolf Hunter: §180/hour 7pm-12:30am on M,T,W,Th,F
~The Society has reviewed your work and is unanimously pleased. The time has finally come for you to take an apprentice of your own as you accept the role of Werewolf Hunter. Every good hunter knows that the best defense is a good offense. Arm yourself with silver bullets and show the rookies how it's done by eradicating the wolves one by one and pack by pack while gaining experience in the process..
Performance Factors:
Mood
Athletic (8)
Logic (6)
7.) Witch Hunter: §225/hour 7pm-12:30am on M,T,W,Th,F
~Having noticed your efficiency in the previous position, the Society has decided to let you handle more formidable powers. The powers of witchcraft. All of your skills will have to be harnessed to successfully defeat the covens that litter the town but keep in mind that the witches are more human in nature than their wolf and vampire counterparts. Appealing to their humanity can disarm and deceive them but be careful: when faced with an attack witches close ranks and band together to protect themselves. They should not be underestimated. Pull it off correctly and you will be richly rewarded in the near future.
Performance Factors:
Mood
Charisma (6)
Athletic (8)
Logic (7)
8.) Vampire Slayer: §275/hour 10pm-5:30am on M,T,W,Th
~You now have all the time you want to eat well, drink well, and pursue any personal vendettas, but don’t forget to practice your skills or they’ll get rusty with you sitting around all day. The vampires may be the last supernaturals standing that aren't in hiding and your job is to expose the bloodsuckers for the parasites they are. But fair warning: unlike werewolves and witches, vampires have no humanity left in them and will be ruthless and vicious in a fight. Outsmart them and attack with everything you've got for the sake of the human lives that will be taken if you fail. No pressure.
Performance Factors:
Charisma (8)
Athletic (10)
Logic (8)
9.) Reaper: §375/hour 7pm-2:30am on M,T,W,Th
~Few have made it to where you are now. Your reputation is so intimidating that supernaturals refer to you simply as the Reaper. Your job is to keep the town free of supernaturals and thankfully you're good at it. Continue to boost your logic skill. Your mind is the biggest asset to the Society and learning more about the enemy now may save lives the next day. Congratulations on the promotion; let's hope we don't screw it up.
Performance Factors:
Charisma (9)
Athletic (10)
Logic (9)
10.) Authority: §500/hour 7pm-2:30am on M,T,W,Th
As head of the Supernatural Slayer Society, The Authority is known as the leader of the underground. At last, you have been given the title that you worked so long for. You’re the boss now so you’ll need to be sure that everyone does their job properly – swiftly and with style. You finally made it. You came a long way. A lot of hard work was put in and much blood was spilled, but it was all worth it. Now you run the show and sometimes you are the show. Keep the town safe and you may end up with your own honorary statue in front of city hall in tribute to your legacy of protecting humanity. You're officially the baddest Slayer in town and the most vicious fighter around. You have earned your place...but know this: with power comes danger, not only from enemies but also from within the Society itself. Everybody wants to rule the world and the rookies you train today may one day become your greatest enemy if you're not careful. Enjoy the power while you can. Nothing lasts forever.
Performance Factors:
Charisma (10)
Athletic (10)
Logic (10)