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Hipsters

Hipsters
Must own Get to Work, Spa Day and Island Living.
About:
This is a group of individuals with various incredible talents. Together they grow and share while helping the earth become greener and better.
These are individuals who want to live free, without the 9-5. They want to use their skills and hobbies for every day living and share their creations with others. Everyone has a purpose, and this place is where you find out what yours is.
They become a very admirable group of individuals whom everyone has heard about. But where there are fans, there are haters…

The Beginning:
A very special woman finds 3 individuals sitting on the beach talking about dreams and a new life. She tells them a story of how she got here, from mermaid to human. She was sent here to clean up the island and help people see the beauty in nature and life. She told them she could make their dreams become a reality if they trusted her but, they would have to promise to help her. After bonding and sharing stories, they agree to make a change.
(Use that $20,000 or so you start off with and create a boarder for your land to protect it from the litter bugs and haters!) This will be the private dwelling for the creators to start over.

Characters:

Mother:hvycdvX.png

(mermaid)She found these 3 individuals and promised them a life where they could be who they want to be without being judged. She takes care of everyone. She hand washes their clothes, cleans, cooks, gives advice, talks to dolphins, changes the weather based on what the earth needs, has connections with the spirits and other gifts. She also helps raise children and educate them on life. She never leaves the island.
• Masters cooking, charisma
• Skilled in parenting (could eventually master)
• Can’t leave the island. (can go to other lots, but can’t leave the that world, the island.)
• Name a dolphin. This dolphin is your contact to the sea world.
Traits: Child of the ocean, Child of the island

The Flower girl: UdqHqMM.png

She is the gardener. She is free to grow what she wishes, how she wishes, and where she wishes. She makes the land beautiful and colorful. She grows flowers, fruits, veggies, etc. She splices them, makes flower arrangements, gives them as gifts, and gives the harvestables to the mother for cooking.
• Masters Gardening
• Masters Flower Arranging.
• Completes freelance botanist aspiration
• Goes with the traveler or collector to find new harvestable.
Traits: Loves outdoors, creative, genius, outgoing, cheerful, etc. Any of these. She is a very happy sim and pleasant to be around.

The Handyman or Lumber Jack:jLNEaSU.png


Makes the furniture they use. Does upgrades. Teaches boys how to be boys. Trains the animals.
• Masters handiness
• Aspiration fabulously wealthy
Traits: ambitious

The Traveler: tIh4bIM.png

(can have the traveler and collector be the same person for more of a challenge and for more to do and just call them the traveler).
Travels around to spread conservationism. Usually travels with the collector on their explorations. The traveler is the one who collects goods from far away lands, to keep others safe in case of poison. They learn new recipes from the different places they visit, sharing with the rest of the group their concoctions and they decide if it is safe for the rest of the world.
• Usually an alien
• Masters wellness (teleporting purposes)
• Masters herbalism
• Outdoor enthusiast
• Can travel anywhere
• Can train dogs and take on explorations
Traits: loves outdoors, genius

The Collector: SmlCJrc.png

(can have the traveler and collector be the same person for more of a challenge and for more to do and call them the traveler).
Collects odd collectables where ever they go. They collect seashells for mother because they knows that’s her favorite. Collects crystals to sell and for décor. Can also be used with the archology aspiration. Can only catch fish to put in a tank to keep safe. They do not eat fish, it is against mothers wishes. If they do, they will be banished from the island. Always brings mother a surprise when they travel because she is watching over their land.
• Completes curator Aspiration
• Can leave the world
• Gives flower girl plants she can grow
Trait: Loves outdoors,

Other characters:

The Free Spirit: (would have to travel to different lots to write)
This individual is a nudist and a lazy romantic. They want to have flings but no commitments. Writes and sells novels. Very wise but, is too lazy to have a real job so, they write when in the mood.
• Masters writing
• Bestselling author aspiration and/or serial romantic
Traits: Lazy, romantic

The Evil Mermaid:
Where ever there is good, there is bad..
She wants to make the good mermaids dream as hard as possible.
Traits: evil
Goals:
1) Have everyone master their skills for their selected purpose.
2) Get to Work: Be able to open a business where the group will sell their creations and collections. (You can only sell things made and found, Nothing from build mode.) I would suggest the handyman make the toilets, sinks, mirrors, etc. before opening the shop.
a) Flower arrangements created by the flower girl.
b) Collectables collected from the collector. Can be used with archology aspiration or any kind of collecting.
c) Furniture crafted by the handyman or lumberjack. (whichever you decide to name him.)
3) Island Living: Have completely recovered the island.
a) Mother cannot die or pass on her wisdom until her job is complete. If she dies, the evil mermaid might come and mess everything up. Once the island is recovered, it is up to you what happens to mother, if she can rest, choosing someone worthy to take her place, or if she finds another group to start over with.
Have a lot full of flowers, trees, beauty. (show pictures!!)
Other goals you may have are up to you.
RULES:
• Off the grid
• You CAN have tree’s and flowers from build mode to make it look more natural. I use trees and shrubs as walls.
• The lumberjack makes all furniture, gardening pots, mirrors, tubs, etc. Nothing can be bought in build mode that can be made using the woodworking station.
• Handwash clothes, hang dry
• To invite newcomers, the group must have a bonding session over a fire and be introduced to this new person. If they agree this individual is trust worthy, they will help him find his purpose and give him the tools to start.
Tips:
I would live close to the waterfall for showering.
If you still have a lot of money left over after moving in, give Simoleons as gift.
I would set lifetime to long.
OPIONAL: *if you have get together, make a club and make it a popular one! Also, make another club, the opposite, and have an evil mermaid with her crew. Since you can choose to “be mean to” another club use them as the haters. *


Created 8/12/2019. Will be adding more, if you have ideas let me know!

Comments

  • Pepper61Pepper61 Posts: 84 Member
    this is a very unique challenge I like it. Going to give it a go!
  • KetchupKetchup Posts: 7 New Member
    Hi, I was just wondering if you had any updates on how this challenge is working out for you?
  • CritterCritter Posts: 58 Member
    Love the looks of this, but yeah. Agree with @Ketchup
    Ketchup wrote: »
    Hi, I was just wondering if you had any updates on how this challenge is working out for you?

    Irl, I'm hoping to someday live off grid and live as self sufficiently as possible. But on the game, their have been a lot of issues with off grid things working as they should. Would love to hear how this has been going for you!

    dpb961.jpg
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