Forum Announcement, Click Here to Read More From EA_Cade.

Supernatural Pack Ideas and Response

(My second post is a duplicate of the first. I'm not sure if the Ideas Corner gets checked or not. And the original post that inspired my reply is in this one. Though my reply went in a whole 'nother direction. So I'm gonna put it here too, and hopefully get some good responses. :) )


(Okay for my first real discussion (woo!)...)

I was replying to someone's question of what we'd want if we got werewolves, as a pack. And ended up writing out a thesis, pretty much, on my ideas for a Supernatural Pack. The ideas that have been festering in my brain. So I wanted to post them here. Get people's responses. And see what other people had in the back of their minds the whole time.

*************************************************************************************************


You'd need the option of building a Pack (wolf pack), turning wolves, like the vamp family. Having your sim family in your pack. And also having nonfamily pack members and their families be in the Pack . We need Alpha, Beta, Omega, Dominant/Submissive Wolves. They'd have to update/add to the family tree to make it work. But they should do that anyway bc it already has issues. I can't even get sims to acknowledge their great-grandparents on both side. You can go far back from one parent but not the other? plum?

That would help the vamps too. Family Tree-Vampire Coven Tree>Bond Tree-ish thing. I want HYBRIDS too. No half-sies with a chance of being one or the other, only. Vamps and Aliens sometimes give you human babies. That's a super-recessive trait, so how even? Make it so we can have hybrids, in addition to one or the other. A vamp/ wolf couple could have a wolf, vamp, or hybrid child. I'd love for hybrids to have more options too. Like 50/50% or 60/40% leaning to whichever side. And have that affect what powers they get.

Like Alien-human hybrids get the skin, and some cool powers, but not the full alien powers. That's ok. A 50/50 wamp/volf could be out in the day, but turn on the full moon. And can only eat raw meat/raw dishes. As appossed to plasma only, or regular food and a steak when you get wolfy (like in TS3). A 60/40 leaning to vamp could drink plasma and all other beverages to fill hunger but no solid foods. Maybe icecream though. A 60/40 leaning pup could eat all foods, but the only drink they can have, could be plasma. Stuff like that.


And have the ability to turn other supes into wolves/vamps and have that add on to their original powers in kooky ways. Like the previous hybrids are all born hybrids. And their kids would be hybrids on differing percentages depending on who they mate with. Like a 60/40 who mates with a full blood would have a full blooded kid, of whichever supe the mate is. But a 60/40 who mates with a human, would have a kid who looses one of the supe traits, and has restrictions on their powers bc of their human side. Like they have super vamp speed, but only half as much as a reg vamp, or vamp leaning hybrid. Or they love steak, but don't eat it raw, and just have fast growing hair. And need to shave a lot post puberty. Or you know, just have really pale skin, or get loopy in the moon, as the supe nature dilutes. Like if that kid married another human. And then the line would turn human, and randomly have a full blooded supe pop out.


(Honestly I'm writing my ideas out so much in this I might post it elsewhere to save it. Lol)

And now for the made hybrids. We already know what happens with sims who get turned, that are human. Look at the vamp pack. They get all the powers, and just have a larger learning curve than born vamps/supes. But those who were already supes, would get like a 40% upgrade to their O.G. powers. Like a fairy who already gets moon drunk, and has magic. Gets turned into a (made) wolf (we'll go back to hierarchy in a bit), they already are more powerful on the full moon. But now they turn into a were-fairy. Maybe there's spells they can only cast in that form/after being turned. Maybe whoever they bite (human/alien) gets turned into a wolf. But has the added "moon-addled" buff from the fairy throwback.

A made vamp/wolf hybrid would get to go out in the sun now. But their vamp form now has a bunch more hair to it. And anyone they turn has a 50/50% chance of being a vamp or a wolf. But if they gave birth to a child the kid would be either, wolf, vamp, or 50/50 born hybrid. A made wolf/vamp hybrid would now have to drink plasma daily (along with reg food) like a vitamin. But now their wolf form has wings. And they can turn into a tiny puppy with wings and fly around. Like the bats have. And their baby chances would be the same.
Any MADE hybrid would have equal chances of their O.G. supe form, their turned supe designation, or their hybrid state, for their child.

Same for aliens. You keep your cool alien powers, but now you have a 3rd form. Vamp/Wolf/Reg new Supe+fairy buff. All the added powers, plus whatever you gotta do with your regular stuff. And then your kids. You'd still be a hybrid baby, with purple/blue skin. But if your mom was a vamp, you could come out with a pearlescent white color. Or if they were a wolf, brown or black, fairies get pink and robin's egg speckled blue (who knows). You get your cool hybrid powers, and then the powers of a 50/50 BORN hybrid. So you're chilling. Late for school, turn into a bat, or a wolf, or sprout your fairy wings, and get there as fast as you can. Use your telepathy to talk to all other hybrids, no matter what type they are. Use your fairy magic for pranks, and send strangers back to the mothership. Hide out in your fairy-house, or the pack den/coffin when you get in trouble as a rowdy teenager.


As for plant-sims and mermaids. They'd be the only ones who could make hybrids together. OR if they decide to add in other elementals too, that'd be cool. Like it'd be difficult to be a mermaid vamp, 'only preying on swimmers dun dun duhhh'. But if you were a plant-sim who turns into a mermaid, you could be a seaweed or algae mermaid. With added properties. Plant sims could be broken into tree, flower, or fruit/veggie sims. And have additional powers over that. Mermaids could be fresh water or saltwater. And a part of the mermaid family could be Sirens, the bird-women of ancient Greek myth (yes they were birds not fish, they just lived on the rocks in the sea, and had nests). Sirens would be water/air elementals. And have powers of both, with their power over song. They'd be great in karaoke. Mermaids could go on the "siren song quest" to get power like the Sirens. And Sirens could go on "mermaid breath quest" to get the power to breathe under water. The could have feathery hair and wings on their back (much like a harpy but no talons. Bc bottom half bird looks weird, even if that's how they were).


Plant sim mermaid hybrids that don't turn into a (seaweed/algae) mermaid could get stronger powers over growing things. With their new water (mermaid) powers. They could even call the rains for their plants. Mermaids would have powers over storms. Sirens would be at one with the lightning. (Can you tell I've spent a lot of time studying mythology and fantasy. yeahhh... -.-)
Mermaids who don't change into S/A could have additional powers from the plant-sim. Like the power to call the ocean's bounty to them. Oysters, seaweed, undersea fruits. Maybe it'd help them tame dolphins (idk.) Sirens with plant-sim powers, could seek shelter in the inside of trees. Build homes in there. (Ooh Treehouses!). Stuff like that.

And you could introduce basic elementals. Water elementals like sprites, or nymphs. Playful creatures with complete power over their elements. They'd be able to heal. To drown you in small amounts of water. Never get thirsty. The water sprites would be close friends with fairies. Able to do joint spells with them. The nymphs would be alluring, drawing in every sim they go by. Great at keeping fish. Able to talk to them even. The earth elementals could be dryads, and wood sprites. The dryads can travel through the trees. Great at recycling wood, and woodworking. Best darn house/treehouse builders in the worlds. Wood/earth sprites would be great with animals. Having a special bond with all mammals. Able to talk to squirrels, mice, hamsters etc. Dryads would also be enticing, but more for wife-ing up. Very family-centered. They'd have a very large family tree (including some actual trees). Plant-sims would be like the mermaids of the Earth Elementals.


Fire elementals would be Dragons, and sprites/imps. Yes I said dragons, I could never get mine to work in TS3. And If you can turn into a hot humanoid Dragon, no one would ever stop playing the sims. Add Lamias (ancient Greek Snake women. Check out Monster Musume -Everyday life with Monster Girls for a good example.) The lamia's would be great at finding and guarding Dragon treasure. The dragons could be the sages you go to for quests, or to try to steal their gold (Bad idea but still. Use your knight costume for something other than Halloween.) Lamia's are cold but beautiful. Queen/King bees. (fyi dryads and nymphs also come in male forms same for everyone else. And you could have trans ones too.) So Lamias are the mermaid/siren/plant-sims of fire. Dragons are the dryads/nymphs/etc. And fire imps/sprites are great with the hearth. Best buddies to all chefs, patron saints of firemen. They work best with witches, and hearth witches.

Air elementals would be idk, I'm running outta steam. Lemme think, air creatures, other than dragons, bc then you can have dragons of all elements and we can save that for a patch. Look at me thinking my idea with actually come to fruit. EA if you want to use my stuff use it all. Just give me a nod in the production notes, and free sims stuff for life. (maybe an internship) and we're cool. Use my real name please lol.

Ok back to air. I KNOW! GRIFFONS! Boom, There Ya Go. We've got your griffons, try to tame them (please don't). Use their feathers in potions. OOh add Gargoyles. Maybe not as a life state (unless they're just super sexy with grey skin, and power over stone, but they'd be an earth air hybrid then whateva.) Anyway Griffons are you cool higher upper echelon big daddy elementals, like the dryads, the dragons, the nymphs (land locked and otherwise.) Sirens would be the main life state. (But the big daddies except maybe Dragon and Griffons are still possible life-states and mega powerful.) You can never lie in front of a griffon, or a part of them, like a feather. So politicians would hate them. But the police would have them as their mascot. Sorry llamas. (You could have the winged llama as a distant cousin lol). Sirens have their song, and affluence with lightning. They'd be best with wizards and scientists. Air sprites/sylphs would flow on the changing winds. Inspiring creative processes. Muses would be a subset.
Maybe your sim is a Sylph and unlocks the power of the Muse, and gets a job inspiring people. Starting out at a call center, working their way to youth programs, and then to celebrities. The waay too upbeat friend. Maybe air sprites (non sylphs) are mischievous and love spreading gossip on the wind, talking to "erratic sims", and playing with the penny pixies and the ones who break stuff in apartments. Patrons of Thievery.


And the big elemental life-states can mix with each other to varying degrees. A water nymph who mates with a mermaid would just be a really strong mermaid with more powers, or a nymph with permanent scales. Same idea for a lamia with and imp. Dryad and plant-sim. Sylph and Siren. But mix them with each other, and you'd get a seaweed/algae mermaid situation. Plus the rules for born hybrids. A fire/water nymph would has no fear of drowning or burning to death. Will never catch a cold from the rain, or die of heatstroke or get sunburn. But can still die in a mud/rockslide or if they think they can fly.
Big life-state +medium (like mermaid) (of another element) gives you some interesting stuff. A fire-proof Plant-sim. And anything they grow is safe from fire. And so are their children until you get to great-grands. A mermaid who has fin-like wings on her tail and can fly. Or gossips across the seas without moving from her kelp bed. Their children would follow the same rules are other born hybrid-get.

These life-states can't be made. Unless you do a super weird spell.

There is technically (depending on your belief system) a 5th+(etc) element of life, or magic or however you want to see it. The big kahoona could be The Watcher (sims medieval throw-back) aka US. And the main life-state of mega power could be Fairies. And the lesser state Genies. (yeah let's bring all the old ones back and add some new ones). View the stars themsevles as the sprites I guess. Same deal as the others (all elementals can cross breed. Witches and Wizards are the only ones who can be turned as well. But you're not gonna have a Witch-Mermaid (SeaWitch) who is also a Vampire. But you can have a Witch-Vamp with stronger powers over the Night.) The twinkling of magic flows throughout all life all Simdom. Fairies are elementals and supes. So technically they can be turned too. But they are the only elementals who can. (witches and wizards are subservient to the elements, but are supes in their own right, and can breed with the mermaid-like elementals.)



To reiterate my crazy. Supes aka, wolves, vamps, witches, wizards, fairies(*), (Plant-sims (**).

Godlike elementals watching over everything: The Watcher, Dragons, Griffins,

Mega elementals (ones who can breed with Mega and Minor elementals): Dryads, Nymphs, Lamia, Sylphs, Fairies (*)

Minor elementals (can breed with other minor elementals and major elementals, humans): Mermaids, Sirens, Plant-sims, Genies, Imps (fiya powah).

Lesser elementals (more like pets/familiars law unto themselves, power boosters): Fire sprites, wood sprites (brownies gnomes etc.) water spites, air sprites, stars that are just magic no sentience. (chill and do whatever they want.)

Mega and Minor elementals can be life-states. They can breed with themselves. But no genie vamps. No vamp-mermaids, or wolf-dryads. You're gonna get one or the other if you try to mix them. And your family will just have to accommodate that. The only elemental, that can bond with any supe is a fairy. Witches Wizards and Plant-sims can bond to varying degrees. You can have a witch or wizard that has a certain elemtal power. A Sea-witch would be a mermaid-witch that leans anywhere from 50%+ for mermaid. Anything less is a water witch no tail. Same for wizard in reverse. A water (or whatever element) wizard would be 50%+ water element would be humanoid. You get the tail or scales only if you are 40% or less wizard. (If that makes sense.) If the element is magic, that you're a hybrid with (so a witch/wizard did a fairy or a genie (FYI Witches and Wizards would go about magically differently. Different spells. It's not by gender, it's by power type.) Would be Wizard Sage Supreme. Or Grand Master Witch.


Wizards have conclaves. Witches have covens. Same with the family tree from Wolf Pack. Can be family, and non-family. Like groups only not taking up your group spot. And you can tell family, from normal coven member. And trace coven member families. You'll have the added benefits of fairy magic, with no downsides. But no wings. IF you're half genie, you could be able to free all genies from lamps, or be the only one who can work the spell to imprison someoen as a genie. Turning someone into a genie on the other hand could be done by anyone with sufficient magic power, or the right potion. Natural born genies would have mre powers though, and be less supsectible to imprisonment. A fairy-genie hybrid would be redunant, like a nymph-mermaid hybrid. Same rules apply.

No genie vamp/wolves. Plant-sims who have a kid with a genie, would just have increased magical powers. A plant sim-fairy would have the green-leafy body (not like the all green, with bark-like skin of a dryad. Or the red-skin of an imp. Scales and red-orange skin of lamia. Blue-green skin of a nymph. mermaid whatever color. Sylph white/pale pale blue. Etc.) of a plant-sim plus fairy wings.

Ok I think that's all my thoughts. Everything that has been building up inside me. Let's do this thing!

Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:

Comments

  • LSM36LSM36 Posts: 593 Member
    I ended up adding more to the original post for the wolf pack. https://forums.thesims.com/en_US/discussion/comment/16692636#Comment_16692636


    But I'll add my later responses in here, so that all my ideas can be together. If not for the readers, then for me. :)

    LSM36 wrote: »
    MasonGamer wrote: »
    I agree with Lunar Cycles, It would be a powerful tool.
    So if you started a new game you start with a new moon, and each night is the next phase in the cycle.
    Therefore each night the werewolf will experience Headaches, feeling tense, fits of rage. all signs of the Wolf taking over.

    Hoping werewolves as young as Children would start bearing the burden of their powers.

    CAS Clothing, I kind of Still want more Victorian Era clothing, Early 20th Century at least.
    Also Torn/ripped versions of clothing

    Build/Buy, I want Diamond candle Chandeliers, Candelabras, Grand windows similar to Romantic Garden stuff, but better! curtain drapes, just really ornate objects.
    Also Distressed, versions of that furnitures, Fallen Chandelier broken on the ground, torn curtains, as if there were a fight, between Werewolves and hunters, and I wanted to turn the Mansion my werewolves resided in to ruins, I could.

    The world is the last thing I would worry about, Since the pack is about werewolves. But I am open to a couple of Ideas.

    1) 1800s France/Italy, I'm going for the Aristocratic Life Style for my Werewolf sims. Adam and Diane, met when they were 18 and 16 respectfully, It's a Romeo and Juliette Tale with a prolonged happier life, but still tragic ending. Their Life Beginning is titled Werewolves in Paris, but it's not what you think.

    2) A forest World, slight mountainous terrain, great Lakes, large lots, a map large enough to fit a few estates. (3-4) lots, all sizing greater than 64x64 is all I need. an estate on a Cliff side, over looking a large lake to the west, to the North East a Mountainous Estate if you wanted to think Ski lodge you wouldn't be wrong. south, central, between the two, is a Valley Estate. the neighbor hood is private, Maybe a little touristy.

    Oh! I want (Silver ;) ) Gates To look like this:
    breakers-mansion-floor-plan-the-breakers-gate-beautiful-gate-picture-of-the-breakers.jpg
    to deter unwanted guests.

    Wolfsbane must kill. As a Plant, by nature, if a werewolf gets close, Their Energy Levels will deplete, they will feel uncomfortable. as long as it's close by (Until a collects the wolfsbane and takes it away, Sim with wolfsbane in inventory can still be as deadly), the wolfsbane will kill in 24 hours, as long as the werewolf is in proximity.
    Silver, I've always wanted new metals in the game, along with Gold. Not sure how we could use it but I'm sure something would come along.

    Pack mentality, I've heard, when it comes To Alpha, Beta, Omega.
    "You should be the Alpha because you're powerful, not you should be powerful because you're the Alpha."
    I sort of disagree and agree... Which is why I designed it the way I did.
    I want it to work as an inheritance tho. Either the next strongest/oldest in the pack becomes the Alpha.
    But the way vampires works You become a Grand Master as you gain EXP, I don't want a whole family/Pack of Alpha's though. Although If that's what you want (Hey Teen Wolf Fans!) Then the way to do that is to make them all alphas of their own pack, and have them form a pack... even still you need an Alpha of that Pack.
    What I want is, Okay my fatherSim and the MotherSim are both Alphas, in their own right (I love a power couple+Power Struggle). They have 3 kids, Born as Omegas, and after they grow up experience a few Moon Cycles they become Betas.
    The Oldest/Strongest Beta can't become an Alpha unless the Parents either die, or take the role as Deltas.
    that's how that should work. Although, that doesn't mean you can't usurp the Alpha Pack... but that leads to a fight to the death... and unfortunately that probably goes against the blasted ratings.

    Should you choose to break away from the pack/the pack break away from you/Some how lose your pack to a Raid of Hunters. I agree mastering you Werewolf abilities should be crazy difficult. think about it, you're alone, with no one to guide you... and the full moon comes and the wolf takes over.

    For Strengths and Weaknesses I rather it be done this way:

    Strengths:
    Omega (Level 1) The Newb, Subordinate.
    Howl I - Pathetic, you sound no better than Chihuahua getting stepped on
    Strength I - you are now equipped with great Strength but you don't even know how strong you actually are.
    Agility I - you are now equipped with great Speed but you don't even know how strong you actually are.
    Empathy - The ability to absorb another's, physical and emotional pain, taking it on as your own.
    Healing - You find your Healing a lot faster, your immune system is far better than the average human. Go ahead jump in the flames and see what happens... please don't it'll hurt, but should you survive, you'll find you'll heal a lot faster than the average human.

    Beta (Level 2) The Veterans who've seen a Few full moons, and lived to tell the tale.
    Control I - {Sim} has mastered half control, still full moons require a lot of focus.
    Howl II - Slightly Better, Looks like the local mutts are respecting you
    Strength II - To be second in command, you must be Stronger than Everyone else.
    Agility II - To be second in command, you must be more nimble than Everyone else.
    Wolf Form - Master the art of becoming an actual Wolf, Conflicts with Beast Form

    Alpha (Level 3) - The Leader.
    Control II - {Sim} has mastered Full control, Even during a full moon, it's no big deal.
    Howl III - now thats how you make people tremble before you.
    Unlock: "Summon Pack" interaction
    Strength III - the Forces of the moon empowers you,
    Imbued Claws - An ancient trick devised to "Retrieve" and "Bury" Information by tapping into the nervous system.
    Note: Werewolves can learn Traits, Skills, Relationships (Who they hold most dear), their secrets. As well as make the victim forget what just happened.
    The Bite - The Power to Turn another into a Werewolf/The Power to turn a werewolf into a Human.
    Note: Sims you bite, are your werewolves, you have power over them and only you can force them to shift at your will during a full moon,

    Delta (Level 4) - Perhaps it's a step-down, or a step-up, or neither, however you see it you unlock powers not even an alpha can obtain
    Ultimate Control - mad with power, You gain Control over all werewolves,
    Endurance - Whatever got you this far amounts to nothing without endurance. All the nonsense life has thrown at you, this will help.
    Note: Trust, it will especially when in the rain, ice, heat, Hunters, Daemons, Aliens, Ghosts you name it.


    Weaknesses:
    Senseless - The ol' tracking skills aren't what they use to be, (effects Agility,
    Vulnerable - Conflicts with Healing. you are now, as vulnerable to illnesses and intoxications as, well a human.
    Impulsive Canine Disorder - (ICD) For for those who desire their werewolves to behave more dog like.
    Unlocks interactions (Sniff Inappropriately, Roll in Trash, Pet, Receive Belly Rubs.)
    Beast From - {Sim} has completely lost all control and all humanity, for those who want that Big Bad Wolf form that's in Scary movies.
    conflicts With Wolf Form

    I love how you went in to what you thought the pack structure would be like. I was worried I'd be the only super in-depth comment.
    I go with the idea of Pack hierarchy as an earned right. Which would work with the vampire brawl system that's already in-game. Dominance fights to become Alpha, if you're a new sim, and joining a pack. Sometimes it's a hereditary position. Like Dad was Alpha mom was Alpha B. Or mom was Alpha dad was Alpha Consort. Or they could have been an Alpha Pair, in that both are Alpha over specific genders in the pack. Or just a mated pair.


    OOOOH mates would be a good system to add. Fated mates. It could work for all supes and reg sims. I also mentioned Dominance and Submissive. Because in most pack structures, shifter structures (books)/ wolves, you are separated by dominance whether you are titled or not.
    Titles being Alpha, Beta, Omega (never heard of Delta).

    Alpha is the head of the pack. And the most Dominant. You are Alpha, so all the responsibility of the pack falls on you. It's not just about power, it's about protecting what's yours.
    Dominant wolves protect less dominant wolves, submissives, and those who are physically weaker than them. Being submissive doesn't mean your physical power is lower, it's more about your nature.

    The Beta is your right hand. Sometimes there's more than one Beta. (I forget the term.) Right It's called your Third. The Beta is your Second. If you have more than one Beta they get the numbered titles. Your Alpha mate either gets the position bc they married you, or because they are the strongest. But the Alpha-alpha is only one. And typically a female alpha, who mates would have a more Consort type mate. Same with a male really. You get the position of Alpha Bi#ch through mating. IF there's a stronger more DOMINANT female, she can take the title Alpha B from you. But you're still the Alpha's Mate (position.)

    Submissives hold the pack together through emotional bonds. They are protected, and look after the Homefront. The pups, the bills, the gardening etc. Dominant wolves rotate watches on the lands, engage in battles, fight for dominance. A strong Beta may fight for the Alpha role, or leave to make their own pack. And those 2 packs can be allies or enemies, or neutral.

    Omegas are typically viewed as the most submissive of submissives. OR ones outside of the dominance and submission dynamic. They don't feel the need to kow tow to the Alpha, but they have feelings about protecting the submissives. They are the bridge between the two classes.

    Lone Wolves are those, typically dominant wolves, who either cannot handle a pack dynamic, or were kicked out. They might not fit a pack bc they are too strong, they don't feel the pack bond as strongly and can go without it. OR they are out to make a new back (Beta who leaves.) Being kicked out, could have them as a submissive or dominant. Though a submissive without a home is usually welcomed quickly. Bc every pack needs them.


    So I really think that d/s aspect should be highlighted in this. A submissive wolf shouldn't be able to become the alpha after a few levels. You're born/made with dominance levels, and that should affect what you can and can't do. At least to a certain degree. A submissive wolf can still hunt, fight (if forced/they really want to), shift etc. They just don't get the added pressure. You could be a level 10 submissive wolf, who became a doctor to learn pack medicine. A mix of vet and medical dr. Or adept in tribal magic.



    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    LSM36 wrote: »
    Oh and I think silver is what should deter both vamps and wolves. We have wolfsbane already which is weird. Some fantasy uses wolfsbane as something that actually heals wolves. Others say it's like garlic, it messes with their senses and they want to leave. It's not gonna kill them. Like iron works on Fae or fairies. And salt keep witches, and evil spirts, and most things really, out.

    I think there should be the option of a pack hunt. Whether it's just your family, or the extended pack. I think pets should be able to hunt with the wolves. And that the wolves can train their pets to hunt by shifting and going with them.
    Maybe there should be something about being out in the world, transformed with out a collar on, or w/o carrying your wolfy license. Lol

    Idk about having hunters that actually kill the supes. Maybe think about it like Supernatural animal control. Like "Hunters- Supernatural Patrol". Could be an offshoot of the police. They handle all incidents with rowdy supes. A vamp stalking you at night, breaking in? We'll come and plug him with a rubber-wood resin stake. It'll take him down, and he'll be in the cell to chill out for 36 hrs. And have to take Community Service classes. Out in your shifted form w/o a full moon, and no license? That's gonna be a fine for you. Rowdy teen without a license too? Time for 30hrs of Community Service, and videos on Responsible Shifting. Fairies spiking your punch? Working with the sprites to spread rumors and take apart your belongings. Time for an iron-lite cage and a stint as the glow in the lampposts.

    And they only get serious when someone's really being bad. Like a crazy Big Bad NPC that they've got on their Most Wanted List. Random Lone Wolves, and pack wolves, etc, have nothing to fear from them. It's the non-law-abiding Supe sims that need to worry.

    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • CeCeDotCeCeDot Posts: 230 Member
    I think simgurugrant already said on Twitter that they will never implement hybrids because it becomes a very glitchy mess (after lots of supernaturals are added).
  • LSM36LSM36 Posts: 593 Member
    @CeCeDot that sucks. Hybrids would really liven the game up. And make the most of supes. What did you think about the other stuff I mentioned?
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • CeCeDotCeCeDot Posts: 230 Member
    Your werewolf suggestions are good! But shouldn't this thread by in Ideas corner instead of Speculation? Otherwise the guru's might never see these
  • LSM36LSM36 Posts: 593 Member
    I couldn't figure out which to put it in. I put it in ideas first. And then I was like, wait where does this go?
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LinnsaneLinnsane Posts: 111 Member
    I Like this idea, I really want to be a wich in sims, that can have elemetal magic, like fire magic, air magic, earth magic and water magic. Make potions from whatever can be found in the world and cast spells. Would be so much fun!
  • LSM36LSM36 Posts: 593 Member
    @Linnsane thanks. I actually worked more through my ideas for witches in the Idea Corner post I made fort this. And it mentioned all that. :)
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    (My witchy ideas from the original post)
    LSM36 wrote: »
    My thoughts on witches:
    (Yup this is about to be my thought-pad. Look out Ideas Corner, you have been colonized by my imagination. ((Or at least my threads are)) )



    Pretty much the same as all I've said before. I want covens for witches, And Conclaves for Wizards. OOOOOH Mages would be wonderful. Ok I'm officially inspired. Let's go to work. :D Mages Association. By the time I'm done with my ideas, all the magical sims could be a game in it of itself. Or could be in the Sims 4 first and then made into The Sims Medieval 3: Embrace the Supernatural. And added in as a similar system. With a patch on the old game that allows both the questing structure, and freeplay option. Myb freeplay option is $5 more, if you didn't already have medieval. (My concentraion of Medieval Studies for my major could really come in handy, lol.) Back to present times. Let's get witchy.

    3 (Humanoid) Spell Casting Species
    Witch
    Wizard
    Mage
    (Let's add one more Druids)
    Druids

    Witches are the Creations of the Dragons- their element is fire
    Wizards are the Creations of the Griffons- their element is air
    Mages are the Creations of the Nymphs- their element is water
    Druids are the Creations of the Dryads- their element is earth
    Sorcerors are the Guardians of All Magic Created by the Fairies- their element is Ether/Magic/Life
    (Had to add a 5th for symmetry with the previous Post. They can be mostly NPCs maybe. I'll think more on that later.)

    Gonna do a breakdown of their powers next. (And just because you're aligned with one element, doesn't mean you can't gain profieciencies in others. Or that your offspring will be stuck. Remeber SeaWitches.)

    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    LSM36 wrote: »
    We'll start with Witches.

    I wanted a rivalry between Witches and Wizards. But now that I've gone and added more spellcasters, it'd probably be best to leave any in-game rivalries to the simmers. (Again, I'm acting like this will happen. But I'm a dreamer. And I can't help but want to tell my stories.)

    Anyway.
    *********************************************************************
    Witches are aligned with Fire, the hearth, chefs. Their spells are made over cauldrons. Exceptional at curses, love spells,etcs. Anything to do with the human body, and controlling it. Most powerful during the Summer Solstice.
    Enchanting objects, rulers of passion.
    Matriarchal in society. Male witches are warlocks. Equal in Power. Equally likely to pass down the magic to their children.

    Their covens are hierarchical. The leader is the High Mother/Father. The Grand Master is the highest of the high for coven leaders.




    ********************************************************************
    Wizards, aligned with Air. The mad (and not-so-mad) scientists of magic. The alchemists, innovators, broomstick makers (and the rest of the broom too). You want a fitch(finch) for Quidditch? You go to them.
    Rather than a hearth, they distill their potions. All about the intellectual advance of magic. They view the more "earthy" and "emotional" ways of the witches as below them. Patriarchal in nature. Sometimes a lil stodgy. Very fond of their beards.

    They group in a conclave. Leadership is more of a political chess-game. The conclave leader is the Librarian. The highest leader is The Great Sage.
    Winter Solstice is their strongest day.



    **********************************************************************
    Mages are of the Water. The Great Healers of magics. Nothing is beyond their power to heal. Death himself is wary of a mage with a loved one in his grip. (Rumor has it the Grim Reaper and the Lune Mage had a thing once, and he never really got over it.) Their medicine is highly set after. As are their fertility rights.
    Strongest on the Spring Equinox.
    Great at yoga.
    Lune Mage is the highest high. Delphine is the leader of the smaller grouping.

    **********************************************************************
    Druids are the Protectors of Nature. Regulators of the Harvest and the Hunt. Flora and Fauna fall under their purvey.
    Druid's have the fall Equinox. The high druid is The Horned One. The highest high is the Hand of Herne.

    And I'm officially out of steam.

    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    LSM36 wrote: »
    Druids are Earth.

    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • TentacrocaclesTentacrocacles Posts: 449 Member
    Doesn't this belong in the ideas section, not the speculation and rumor section?
    A link to my most recent build in the gallery

    tumblr_inline_okebxv2e9a1shjovd_1280.png
  • LSM36LSM36 Posts: 593 Member
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • MovottiMovotti Posts: 7,774 Member
    I want a werewolf to be the drummer in my vampire band... I also want drums, and bands.
    AmusingExhaustedArchaeopteryx-max-1mb.gif
  • SimburianSimburian Posts: 6,914 Member
    @LSM36 I think you have a whole new game there. It probably would come in as an 18 plus age group with all those covens and all that breeding!!
  • LSM36LSM36 Posts: 593 Member
    Simburian wrote: »
    @LSM36 I think you have a whole new game there. It probably would come in as an 18 plus age group with all those covens and all that breeding!!

    Yeah maybe. Maybe they'll buy my idea pitch lol
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    Supes and pets together
    LSM36 wrote: »
    But also horses. Like can I have a working Zoo/ Wildlife preserve. Oh we could go on safari for vacations. Like more exotic animals that aren't necessarily pets

    Or that only supernatural sims (and their family by extension) could tame. A werewolf could have a pet wolf or mountain lion. Different shapeshifters could work with this.

    Dragon shifters could have pet drakes or wvyrns.
    Mermaids could have pet sharks. And cousins who are dolphins.

    I've gotta add these to my want lists. 🤔

    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
Sign In or Register to comment.
Return to top