#arcana legacy challenge
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daethvalley-sims · 7 months ago
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ARCANA LEGACY CHALLENGE
Hello!! I started putting this challenge together back in March when I played Persona 3 Reload and made that my entire personality for a while. I'm a master procrastinator so I didn't get much down at first other than a vague outline but I'm SOOOO glad I waited because the Lovestruck and Life & Death packs have added SO MUCH to this challenge. Really it was the release of Life & Death and the tarot theme of the pack that inspired me to come back to this and it ends the challenge so nicely. I'm obsessed.
This is a 14 generation legacy challenge with each gen representing one of the first 14 of the 22 major arcana cards, beginning with The Fool and ending your journey with Death.
Anyway... below's the rules. If you play this I'd really love to see so please tag me here or on bluesky (daethvalley.bsky.social) !!
Updates:
8/12/2024: The Fool can now get jobs to be able to complete the Renaissance Sim aspiration.
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Generation 0: The Fool
Young and vulnerable, you have not yet experienced any of life’s challenges, and thus embrace all that lies ahead without fear or worry.
Your founder will begin as a Young Adult with §0 and nothing to their name besides the clothes they’re wearing and the companion at their side. Representing the start of your journey, the Fool generation will lay the foundations of hopefully a long standing and successful legacy. 
Generation Rules: 
Create a new Sim. The only limitations are that they must have the Kleptomaniac, Goofball and Cat/Dog Lover traits and the Chief of Mischief aspiration. Their gender, appearance, likes/dislikes and turn ons/offs are all up to you. If you choose to download a Sim from the gallery, they must be a blank slate with no skills, milestones, or achievements. 
Your sim must start the game with or adopt a fluffy companion - Cat or Dog is up to you (a Dog is suggested) and the corresponding Cat/Dog Lover trait. 
Move into an empty lot. The location is up to you (you’ll only spend one generation here) and once moved in, cheat your money down to §0.
There are no rules about how you make or spend money other than you must never reach higher than level 3 in a career. 
Complete the Chief of Mischief aspiration. 
Complete the Renaissance Sim aspiration. 
Purchase the Brave trait from the Rewards Store (8,000 satisfaction points)
Have at least one child (this is a legacy after all!) and have the best relationship with them. 
Marriage is optional but only after completing your aspirations. 
Swipe an object every time you leave your home lot.
Master at least one instrument.
The Fool embraces anything and everything that life throws at them. Accept all self discovery moments. 
Traits: Kleptomaniac, Goofball, Cat/Dog Lover
Aspiration: Chief of Mischief AND Renaissance Sim 
Max skills: Mischief, one instrument. 
Career: Various
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Generation 1: The Magician
Raised by the Fool, you see the potential of the world laid ahead of you. You feel a spiritual calling to the Magic Realm and determination to do whatever it takes to master its sacred power. 
Generation Rules:
Leave home as a teen and move to Glimmerbrook and become a Spellcaster via completing the Rite of Ascension ritual at the magic realm. 
Drop out of high school to focus on your magical studies.
Complete the Spellcaster skill tree and become a magical Virtuoso.
Have at least one child with one of the Sages (don’t move in with them as they will lose Sage status). 
Never marry.
Embrace the power of crystals and master Gemology to manipulate your abilities and moods.
Complete both your chosen Spellcaster aspiration and Crystal Crafter.
Traits:  Childish, Creative, Self-Assured
Character values: Irresponsible
Aspiration: Spellcraft & Sorcery OR Purveyor of Potions, Crystal Crafter
Max skills: Gemology
Career: Freelance: sell your crystal creations! 
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Generation 2: The High Priestess
Your parent, the Magician, achieved the greatest heights of the Magic Realm. Inheriting the intuition and knowledge of a Sage you seek enlightenment: serenity, acceptance, and a peaceful life. 
Generation Rules: 
Leave Glimmerbrook and move somewhere peaceful. 
Don’t contact your parents after you leave - they’re in another realm! 
Start afresh: Complete the Inner Peace aspiration and gain a clear perspective. 
Get married and have at least one child with any sim. 
At least one child must be born a Spellcaster, that is your heir. 
Coach and guide others to achieve enlightenment as you have by completing the Zen Guru aspiration. 
Remain a Spellcaster but never use your abilities. 
Never use any Mean or Mischief interactions.
Traits: Proper, Neat, Squeamish
Character values: Emotional Control
Aspiration: Inner Peace AND Zen Guru
Max skills: Wellness
Career: Any 
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Generation 3: The Empress
You are a 3rd generation Spellcaster, not that you’ve ever had a connection to the Magic Realm. Still, your strong magical bloodline connects you to the elements and the natural world. You bring life - a large, happy family and a flourishing garden. 
Generation Rules:
Complete your childhood aspiration (you choose which!) 
Never use your Spellcaster abilities.
Move to Henford-On-Bagley and embrace the simple way of living. Your home must have the Simple Living lot trait applied.
Grow your own food, and keep farm animals for milk, eggs, and wool. 
Get married to any sim. 
Complete the Freelance Botanist aspiration.
Progress through the Big Happy Family aspiration up to Loving Guardian. 
Have at least 3 children. 
Any child not born as a Spellcaster is eligible to be heir.
Traits: Family Oriented, Generous, Loves Outdoors
Character values: Compassionate
Aspiration: Freelance Botanist AND Big Happy Family (up to Loving Guardian level)
Optional university degree: Biology
Max skills: Gardening, Parenting
Career: PhD of Pollen (Gardener - Botanist branch) 
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Generation 4: The Emperor
The magical abilities that ran through your family lineage have been lost. You are left with a natural born ability to lead and easily gain the respect of those around you. With strong family values instilled upon you from an early age, you respect authority, and command the same in return. A figure of strength to many, it’s up to you to solve the mystery surrounding the small desert town you moved to after joining the military. 
Generation Rules: 
Complete the Playtime Captain childhood aspiration. 
Complete the Leader of the Pack aspiration while in high school.
Early graduation is allowed if Leader of the Pack aspiration completed. 
Do not attend university. 
Move to Strangerville immediately after high school graduation and join the Military career. 
Fall in love with a local and get married before fighting the final boss - you never know what could happen. 
Solve the Strangerville Mystery and become a local hero! 
Have at least 2 children. 
Be a diligent parent - all children must gain the Top-Notch Infant/ Toddler traits, have a strict family dynamic, and they all must gain at least 2 positive character value traits. Any child with the Responsible trait is eligible to be heir. 
Purchase the Mentor trait from the rewards store and mentor your heir in Charisma. 
Traits: Hot Headed, Glutton, Insider
Character values: Mediator
Aspiration: Leader of the Pack AND Strangerville Mystery
Max skills: Fitness, Charisma
Career: Grand Marshal (Military - Officer branch) 
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Generation 5: The Hierophant
Your parent taught you absolutely everything you’d need to know, and as a result you’ve grown into an equally diligent sim. Drawn to knowledge over strength, you studied hard and under the mentorship of your parent, became a master orator. Beloved by all, it was inevitable you’d be voted in as the National Leader. However, romance wasn’t something that interested you, and your work responsibilities left you little time for the one child you did have. 
Generation Rules: 
Complete the Admired Icon aspiration while in high school. 
Attend university and complete a Distinguished Degree in History. 
Join the Debate Guild at UBrite and reach Level 3.
Max Research & Debate skill before graduating university. 
Move to San Myshuno and join the Politician career. 
Work from home and complete the active work tasks at least twice per week. 
Never have woohoo or a romantic relationship.
Have one child only, either through adoption, science baby, or alien abduction. 
Have a full staff - nanny, maid, chef, gardener (if applicable). They will raise your child. 
Live in a Penthouse by the end of the generation. 
Achieve the Wise trait if played until Elder. 
Be acquaintances only with your child. 
Traits: Ambitious, Outgoing, Unflirty
Character values: Responsible
Aspiration: Admired Icon AND Friend of the World
Max skills: Charisma, Research & Debate
Career: National Leader (Politician - Politician branch) 
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Generation 6: The Lovers
You lacked attention as a child, and as an adult crave affection more than anything. Where better to find it than the City of Love itself? Your rich, sheltered upbringing has left you naive and sadly you had to kiss a few frogs before you found your prince.
Generation Rules: 
Perform averagely in school.
Do not attend university.
Move to Ciudad Enamorada as a Young Adult.
Join the Barista career.
Have a toxic relationship with a bad/ awful compatibility sim. Get engaged but NOT married.
Leave your toxic ex and explore your options by completing the Paragon Partner aspiration.
Quit your job as a Barista and join the Romance Consultant career.
Meet The One and complete the Soulmate aspiration.
Have at least one child. 
Be a loving but ineffective parent - never use discipline.
Any child with the Irresponsible trait is eligible to be heir.
Traits: Lovebug, High Maintenance, Jealous
Character values: Uncontrolled Emotions
Aspiration: Paragon Partner AND Soulmate
Max skills: Romance
Career: Certified Dating Specialist (Romance Consultant - Matchmaker branch) 
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Generation 7: The Chariot
Your parents loved you, but you were still left to find your own way. You were a daredevil child and carried your bravery and willpower into adulthood, determined to achieve a feat no sim had managed before. 
Generation Rules: 
Complete the Mind and Body aspiration as a child. 
Complete the Live Fast aspiration as a teen. 
Move to Mt Komorebi and take up Rock Climbing AND either Snowboarding or Skiing. 
Complete the Extreme Sports Enthusiast aspiration.
Lead a mountain excursion (solo or with another sim) and reach the peak of Mt Komorebi. 
Staying in Mt Komorebi after completing the excursion is optional!
Only join a career after completing the Mt Komorebi excursion. Part time jobs are ok before that. 
Marriage is optional.
Have at least one child - your heir must grow up with the Responsible and Mediator traits. 
Traits: Self Assured, Adventurous, Practice Makes Perfect
Character values: Irresponsible
Aspiration: Extreme Sports Enthusiast
Max skills: Fitness, Rock Climbing
Career: Any (after generational goals achieved) 
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Generation 8: Justice
Your parent was reckless, but you admired their tenacity and strength of mind. You grew up brilliant in the more conventional way, committed to earning the highest grades and learning everything you could. More importantly, your strong sense of right and wrong led you down the path of seeking justice. 
Generation Rules: 
Complete the Whiz Kid childhood aspiration.
Complete the Goal Oriented teen aspiration. 
Join the Chess Team after school activity and become Captain. 
Maintain the highest grades and study hard to ace your exams so you graduate as Valedictorian - this means NO early graduation. 
Learn skills through reading books and studying where possible. 
Attend university and complete a Distinguished Degree in History.
Complete the Academic aspiration while at university.
Tutor other students twice per week.
Write and publish research papers. 
Join the Law career - Judge branch after graduation.
Get married to your first relationship. 
Have two children with a negative relationship - one Genius (they will be heir) and one with the Outgoing trait. 
Have high expectations for your children - discipline them often and have a strict family dynamic, but always help them with homework, school projects etc. 
Adopt a dog. 
Traits: Bookworm, Overachiever, Loyal
Character values: Responsible and Mediator
Aspiration: Academic
Max skills: Logic, Research & Debate 
Career: Chief of Justice (Law - Judge Branch)
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Generation 9: The Hermit
Your parents had high expectations for you and your sibling, who couldn’t be more different from you. You were a born Genius while they excelled socially, and you often felt as if you were in competition with eachother. As a teen you retreated further inside yourself and preferred the company of your family dog to spending time with other sims. You spent your time learning everything you could about computers and gaming, and eventually made a living from your bedroom. 
Generation Rules: 
Complete the Whiz Kid aspiration as a Child. 
Have a negative relationship with your sibling. 
Attend high school but only to study. 
Only befriend other Loner sims. 
Spend most of your time in your bedroom - you’ll need a computer in there! 
Reach level 5 of the Tech Guru career before becoming a Freelance Programmer.
Complete the Computer Whiz aspiration. 
Earn money through video gaming tournaments, hacking, and making apps & video games. 
Your relationship must be online only - never meet them in person (if you choose to have one).
Never move out of your parents house. 
Have at least one child. Be creative with how you get one, it’s still a legacy after all! 
Your parents will raise your child. 
Traits: Genius, Loner, Geek
Character values: Argumentative
Aspiration: Computer Whiz
Max skills: Video Gaming, Programming
Career: Project Manager (Tech Guru)
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Generation 10: Wheel of Fortune
You were raised by loving grandparents, but you felt a bit abandoned by your parent that hardly saw you. You wanted to rebel against the life your grandparents laid out for you and in the spirit of the founder of your family, the Fool, you embraced everything that came your way. With a belief in destiny and sheer good luck, you moved forward without a plan and trusted that everything would work out in your favour. 
Generation Rules: 
Anything could happen!
Have your grandparents help you get the Top Notch Infant and Top Notch Toddler traits.
As a Child, choose and complete the aspiration that best fits your randomised trait. 
As a Teen, we’ll use the https://simsrandom.com/ random legacy generator to set the rules for this generation. 
Stick to what the randomiser gives you unless you don’t have the packs, in which case you can re-roll. 
Traits must be randomised when your sim ages up, and can’t be changed. 
Age up to Young Adult with a character value that suits your path.
Select an aspiration that suits your randomised career/ hobbies. 
Reach the top of your Primary Career.
Complete the Generational Goal. If it’s something you’ve already done in this legacy (i.e. the Strangerville Mystery) you can re-roll. 
Miscellaneous Fun must be followed. 
Max 1-2 skills that align with your sim’s goals. 
Traits: Random!
Character values: Random!!
Aspiration: Random!!!
Max skills: Random!!!!
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Generation 11: Strength
The legend of your great-great-great grandparent being the first sim to reach the peak of Mt Komorebi inspires you. You come from a line of masters in their field and you aspire to live up to the greatness of your ancestors in the only way you know how - you are determined to push your body to its limits and perfect your physique, and nothing else is important to you. 
Generation Rules: 
Complete the Rambunctious Scamp aspiration as a Child.  
Join the Football Team as a Teen and become captain. 
University is optional.
Befriend other Bros and lead a club practising physical activity.
Drink protein shakes every day! 
Complete the Bodybuilder aspiration. 
Join the Athletic career and reach level 10 in the Bodybuilder branch. 
You can have relationships but never marry. 
Have a one night stand resulting in a child and raise them as a single parent. 
Have a permissive relationship dynamic with your child. 
Traits: Active, Bro, Self-Absorbed
Character values: Insensitive
Aspiration: Bodybuilder
Max skills: Fitness
Career: Mr./ Ms. Solar System (Athletic - Bodybuilder branch)
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Generation 12: The Hanged Man
The idea that your family is born from magic feels like a distant dream. Your parent was so self-absorbed that they never saw the truth. Spellcasters don’t exist, not for generations anyway. Any magical connection to the earth has been long lost.  Instead of striving for greatness, can’t you just be normal? A normal life, a normal job. Of course you have aspirations - they’re just not realistic right now. 
Generation Rules: 
Maintain a B grade through Grade school and High school. 
Don’t complete your Child or Teen aspirations. 
University is optional but you can’t do a Distinguished Degree. 
Keep a Private Journal as a Teen. 
Have the Beach Life aspiration but never start it. 
Never travel outside of the world you live in. 
Join the Salaryperson career and become Head of Department (Supervisor branch).
Gain the Workaholic lifestyle. 
Write many books on your family history but never publish any. Put them in a keepsake box.
Marry a sim with Bad or Awful compatibility. 
Have at least one child. 
Fight Father Winter and ask him for proof of his powers. 
Traits: Gloomy, Noncommittal, Skeptical
Character values: Responsible
Aspiration: Beach Life (never complete this) 
Max skills: Writing, Logic 
Career: Head of Department (Salaryperson - Supervisor branch)
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Generation 13: Death
There has to be more out there than your parent had you believe. You’d read their unpublished novels on your family’s legend and knew it was up to you to seek the answers and return to the magic your ancestors were born from. You left everything behind and travelled alone to the town under a permanent autumn. It was here you found your answers, and your end. 
Generation Rules: 
Complete the Artistic Prodigy aspiration as a Child. 
Don’t go to university- you’ve got better things to do. 
Move to Ravenwood as a Young Adult. 
Get involved in the community and complete all the favours for the Order of Lenore. 
Complete the Ravenwood tarot deck. 
Write a bucket list and work towards it but don’t complete it. 
Complete the Ghost Historian aspiration and befriend many ghosts. 
Never marry or have children.
Be the only sim in your household when you die (you can have pets). 
Meet an untimely end - die before you become an Elder.
Traits: Macabre, Music Lover, Chased by Death
Character values: Good Manners
Aspiration: Ghost Historian
Max skills: Writing, Thanatology
Career: Publish your history books! 
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Mini Generation: Temperance
That can’t be… it? You were so young, and you were so busy searching for your answers you never did everything you wanted to do. Fourteen generations and it ends here. However, death had taken a special interest in you, and offers you the chance to address your unfinished business before you move on. 
Generation Rules: 
Attend your own funeral.
Achieve your unfinished business and complete your Soul’s Journey to earn the Burning Soul trait. 
Head to Mourningvale on the day of the Thinned Festiveil and be reborn in the Baleful Bog. 
With the knowledge of 14 generations behind you, you are reborn as The Fool, and the cycle is completed.
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fallin4fiction · 2 months ago
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Arcana Legacy Challenge Gen 9: Grandma Lark Finds one Love
Lark nearly got taken out by the dryer and once again, Chastity was at the scene of the crime. Thankfully, her granddaughter put her out.
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After this terrifying event, Lark decided the needed a life change and decided to start dating again. She met Charles from Cupids Corner and this cowboy seemed just as adventurous as she.
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Elderly woohoo. You never know when it’s gonna be your last.
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The relationship developed quickly from there. Becoming romantic partners and soon engaged.
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The family(sans Mabel) met up with the two of them for an impromptu wedding in Chestnut Ridge after work.
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Luckily, a quick reception was held in the nearby nightclub. Lark decided to live with her new husband in Chestnut Ridge.
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Back home, Clementine met one of her sister’s online friends, named Ghost. Since she’s evil and he’s mean, the two hit it off immeaditly.
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devilslilsisplays · 11 days ago
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Meet the founder of The Twisted Tarot Legacy (by @uslessnoahtall); Neo!
This lucky fool has moved out a little earlier than her parents would like, thanks to her grandmother from beyond the grave and the house she so kindly gifted her. Freshly free from her helicopter parents, Neo has much to learn about the world. Wish her luck, something tells me she's going to need it....
(Credit to the creator for the art; Hope it's alright I used it for the intro pic!! <3 <3 <3 So so so excited to play this legacy! I do tarot in real life and was so hyped when I first came across this challenge!)
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ofinfinitum · 1 month ago
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Major Arcana Legacy Challenge
I made a 22 generation legacy challenge based on the major arcana and the in game tarot art added in the Life and Death update. I originally was making it for myself only but decided to share it.
It is under the read more and the official document with formatting and art is the google doc link below.
LINK HERE
MAJOR ARCANALEGACY CHALLENGE
This is the Major Arcana Legacy Challenge and yes it is a whopping 22 generations long.  I tried my best to keep it varied and have each generation distinct from the other but there is going to be some duplicate skill building among generations and some reused traits in the later ones.  While each generation is based on the traditional major arcana they are named after the Sims 4 equivalent added in the Life and Death update.  I also tried to include some of the elements of the in game art for each tarot card to the generation.
Some ideas if you’re going to try this.  For each generation try to match the aesthetic of the vibe of the card and the official Sims 4 art for it.  Feature said corresponding art in your home for that generation and base your home decoration roughly on it.  
I kept the required skill to max to just a few, that doesn’t mean that’s the only one you can focus on.  If you think it makes sense for your generation to also work towards other skills feel free to do so.  And if you want to complete other aspirations other than the one listed feel free to do so.  Actually I encourage completing more than one aspiration and skills/hobbies if you’re able and that you think fits your unique sim.  Again I made this for me, and I prefer legacy challenges that leave space and free time for you to add your own twist to each generation of the legacy.  So if you want your Fool to also be mischievous and complete the Joke Star aspiration feel free to do so.  These are just the baselines for you to grow your sim on. 
IMPORTANT: Try to make one significant and different heirloom for each generation, and a picture of each heir and pass them down to the next.  You can also keep these items and displays on a separate lot if preferred to make it easier.  This is important for the end game of the legacy challenge, specifically the Evil (Devil) and the Judgement generations.  Also I recommend making a cemetery for your legacy family, just for fun and for retrospection.
Like with any Legacy Challenge feel free to modify, add, or remove anything of any of the generations to your preference.  I made this for myself to play, so I only included things I am interested in completing.  I am in no way an expert on the Sim 4 and what’s available in each expansion, pack, and kit.  Also, 22 generations is a little insane.  Though I tried to implement a natural flow between each generation to create a true feeling of a legacy, feel free to pick and choose your favorite major arcana and/or the generations you find the most interesting to play.
This is not playtested and I have never created a legacy challenge before.
Generation 1: The Fool
“You step off the cliff not knowing whether you’ll fly or fall—and that’s exactly the point.”
The fool is young and vulnerable and the start of the major arcana journey.  You have not yet experienced the ups and downs of life, leaving you unaware of the magnitude of life’s challenges along with your own potential.  You have an energy to you and embrace all that lies ahead without worry, sometimes to your detriment.  
Traits: Childish, Clumsy, Adventurous 
Aspiration: Friend of the World
Career: A career? No thank you, earn money via Odd Jobs or selling photos
Additional Rules:
Start with 0 money and an empty lot
Max Charisma and Photography skills
Never hold a traditional job 
Form a tight-knit friend group, at least 5 Sims with full friendship
Always say yes to invites and social events 
Take a selfie in every world
Any children must be a surprise and unplanned
Vacation or travel weekly (at least one non-home day per week)
Generation 2: The Magician 
“As above, so below.”
You watched your parent stumble through life, swept up in emotion and chance.  Not you.  You believe in intention - that life bends to will, not luck.  You are unique and gifted.  Driven, clever, and ready to mold your reality into something magnificent.  There’s magic in skill, and you plan to master it.
Traits: Ambitious, Genius, Perfectionist 
Aspiration: Renaissance Sim
Career: Scientist
Additional Rules:
Max the Robotics skills
Graduate high school as a grade A student 
Make a personal study filled with items from every mastered skill, your careers, and other accomplishments
Read all skill books for the skills you’re maxing
Earn at least two degrees from university
Join the Secret Society 
Once completing Renaissance Sim write 3 helpful manuals
Have no more than two children, you are devoted to your studies
Build a Servo who will be the primary caregiver
Generation 3: The High Spellcaster
“She holds the knowledge not meant for all.”
You were never loud.  You never needed to be.  You saw what others missed - the unspoken tensions, the dreams others forgot.  You seek understanding, not glory.  While others chase power in the open, yours lies in silence, in study, and in secrets.  Unlike your parent who seeked logic and mastery, you’re drawn to magic, dreams, and the liminal spaces between.
Traits: Loner, Bookworm, Gloomy
Aspiration: Spellcraft & Sorcery
Career: Own a small business themed towards the mystical (your choice)
Additional Rules:
Max the Medium and Herbalism skills
Become a spellcaster and reach Master rank
Live in a quiet or secluded lot 
Never marry - your calling is bigger than romance
Have at least one personal secret (hidden room, etc)
Build a ritual space
Get a familiar of your choice
Brew all potions and have the collection displayed
Have only one child by surprise 
Generation 4: The Empress
“She nurtures the world, and it blooms in return.”
You were raised among secrets, silence and shadows.  But you were born to thrive in the sun.  You crave touch, taste, color, and connection.  You are a lover of beauty and a creator of comfort - not because you’re frivolous, but because you believe love and beauty matter.  You are a caretaker, a romantic, and a sensual soul but who knows what you cultivate will grow. 
Traits: Romantic, Green Fiend, Creative 
Aspiration: Big Happy Family
Career: No formal career, you may earn money through gardening, painting and other farm activities. 
Additional Rules:
Max the Gardening, and Parenting skills
Live on a large lot and grow and expand it into a full garden and farm
Have lot trait Simple Living
Befriend rabbits and wild birds 
When unlocked put a Wild Rabbit Home and Flock of Wild Birds on your lot
Build a greenhouse
Decorate your home with your creations
Have and raise at least 3 children
Give only handmade or harvested gifts to sims you’re close to
Take a portrait photo or paint a portrait of each child for every life stage up to young adulthood and display them
Generation 5: The Emperor 
“He builds what others only dream of.”
You were raised among roses and honey - a home filled with love, color, and chaos.  But you crave control and structure.  You believe in legacy, in building something that lasts beyond you.  You are principled, determined, and unyielding.  You take the wild beauty of what came before and give it walls, name, and power.
Traits: Self-Assured, Family-Oriented, Perfectionist
Aspiration: Successful Lineage 
Career: Create a Nectar-Making Empire, no formal career 
Additional Rules:
Max the Nectar-Making and Entrepreneur skills
On your parent’s lot convert and build upon it into an estate with a vineyard (you can also start on a new lot if preferred)
Build a room or cellar to store heirlooms and your best nectar bottles
Never hold a salaried job, all wealth comes from your self-made venture
Reach 100,000 net worth 
Host a large family dinner event every week with you at the head of the table
Write a will and choose heirlooms, must have 5 of your best nectar bottles in storage included in this will
Generation 6: The Advocate
“He speaks the words passed down through time.”
You were raised the shadow of an empire.  Wealth, legacy, rules - all carved into stone.  But you seek meaning, not just inheritance.  You’re drawn to tradition, spirituality, and structure.  You are a guide and a reformer.  People look to you for the answers. 
Traits: Proper, Good, Foodie
Aspiration: Master Mentor
Career: Education or start a small business to tutor/lecture sims
Additional Rules:
Max the Research & Debate skill
Max one skill or your choice that you can mentor someone in
Have a mentee as a teenager in chosen skill
Attend university and earn a Distinguished Degree in any field
Mentor at least 3 sims
Maintain one or more of these spaces in your home: a study, classroom, library
Always help any children with their homework
Become a respected figure - gain a good reputation
Be Good Friends with 5 sims
Decorate and complete every tradition for each holiday
Generation 7: The Lovers
“We are shaped by the choices we make - and the people we make them for.”
You grew up in a world of certainty.  There were rules, expectations, and tradition.  But you’re not sure where you begin in all of it.  You long for love - the consuming kind - and freedom.  You are romantic, impulsive, torn between desire and duty.  You fall in love deeply, maybe more than once.  Maybe with the wrong people too, but you loved.
Traits: Romantic, Lovebug, Music Lover
Aspiration: Serial Romantic or Soulmate (how does love unfold for you)
Career: Entertainer (Musician Branch)
Additional Rules:
Max the Romance and Singing skills
Max a skill in an instrument of your choice
Have at least 3 meaningful romantic relationships
Choose one great love - marry or let them go
Always keep a photo or painting of your great love
Attend every romance festival
Love Day is your favorite holiday, go all out
Write a song for each romantic partner
You are an avid user of the Cupid’s Corner app
Establish a weekly date night once married 
Generation 8: The Chariot
“The person who holds the reins chooses the road.”
You grew up watching hearts collide, promises break, and feelings spill out.  You decided early on that your life would be different - cleaner, sharper, aimed.  You are driven, competitive, and focused.  You strive for control, victory, and independence.  Unlike your parent you don’t need to define yourself by someone else.  Whether you’re racing horses or mastering your body and mind, you’re always moving forward.  Slowing down is not an option.  
Traits: Active,  High Maintenance, Animal Enthusiast 
Aspiration: Championship Rider
Career: No formal career, earn money through horse competitions, livestock/ranching
Additional Rules:
Max Horse Riding and Rock Climbing skills
Max Skiing or Snowboarding skill
Start a ranch
Own and train at least 2 horses
Have a signature mount and continue it’s line
Keep and care for two llamas
Win 5 competitions
Successfully climb Mt. Komorebi 
Do not have children until you win at least 1 competition and climb Mt. Komorebi
Generation 9: Strength
“She does not conqueror with force - she endures with grace.”
You come from a legacy of action, movement, and ambition.  But you feel no need to race.  You carry a quiet strength - the kind that listens and survives.  You believe in care over conquest, healing over winning.  You are patient, compassionate, and emotionally wise.  You take care of others - not because it’s expected, but because you can. 
Traits: Loyal, Generous, Idealist 
Aspiration: Friend of the Animals
Career: Veterinarian 
Additional Rules:
Max the Veterinarian and Pet Training skills
Own and run a vet clinic
Always have at least three pets, all must be adopted
Build a small animal cemetery or memorial garden on your lot for lost pets
Stay loyal to your romantic partners
Have at least three children, at least two must be adopted
Take pictures of all your pets and display them
Make a gnome sanctuary and house your gnomes
Generation 10: The Hermit
“Sometimes you must leave the world to understand your place in it.”
You were raised in a house of care and warmth and many voices.  Between the pets and your siblings there was never a quiet moment.  Now you yearn for it.  You are a seeker, a listener, someone who follows a path other’s can’t see.  You find meaning in solitude.  You tried the normal life for a while, but grew tired of it.  Now you find peace in solitude. 
Traits: Loner, Socially Awkward, Green Fiend
Aspiration: Inner Peace
Career: No formal career, sell your woodworks 
Additional Rules:
Max the Handiness skills
After highschool go to University or start a career, either way you must drop out or quit before completing it
Move to a secluded lot with the Off the Grid trait
Live in a tiny home
Have one pet you inherited from your parent after they passed
Build a relaxation space outside and a workshop to display your woodworks
Try to decorate and furnish your home with mostly flea market finds
Have one child
Have Bonehilda as your best friend
Other than your pet and heir live alone for the rest of your life
Generation 11: Wheel of Fortune
“The wheel turns, and so must you.”
You were raised in solitude surrounded by stillness.  The moment you decided to step out of that world everything changed.  Yours is a life of constant motion.  You are adaptable, spontaneous, and a little reckless.  You chase what feels right, even if it doesn’t always make sense.  You fall hard, lose fast, get back up and try again.  Some say you’re lucky.  Some say you’re cursed.  But life is always turning.  
Traits: Erratic, Outgoing, Cheerful
Aspiration: Party Animal 
Career:  Your choice
Additional Rules:
Max Mischief and 2 other random skills (use a generator or roll)
Randomize one major life decision every 7 days (job, partner, move, etc), but before making it perform a seance 
Drastically change your appearance every 14 days
Get expelled from high school
Have at least 3 different careers
Live in 3 different worlds
Wherever you live have a seance room
Throw one large party with everyone you know once per season 
At some point lose everything, sell your lot or be evicted and empty your inventory
Generation 12: Justice
“When the scales are broken, someone has to set them right.”
You grew up in chaos.  Your parent let life happen to them - wild, loud, and untethered.  You were the one picking up the pieces afterwards.  Early on, you learned that fairness isn’t guaranteed.  You are precise, principled, and a little judgemental.  You believe in doing the right thing, even when it’s hard.  Even when it’s lonely.  Maybe especially then.  You want a better world - or at least one that makes sense. 
Traits: Mean, Snob, Overachiever 
Aspiration: Leader of the Pack
Career:  Law
Additional Rules:
Max the Research & Debate, Logic, and Charisma skills
Reach max positive values for Manners and Responsibility as a child
Have a part time job as a teenager 
Vote in every neighbourhood action plan
Make and lead a club that focuses on bettering your community
Make enemies with any sims you meet with the Evil trait
Every week hold a “family meeting” event with your children
Have a strict dynamic with any and all children
Build one community space lot of your choice, name it after yourself 
Generation 13: Suspension
“What you cling to defines you until you let it go”
Your parent believed in structure, status, and order - and they meant well.  But their certainty never felt like the truth to you.  You’ve always been drawn to questions over answers.  Eventually, you find something deeper, something eternal.  Not quite dead.  Not quite alive.  You do not rise - you hang.
Traits: Unflirty, Chased by Death, Skeptical
Aspiration: Bestselling Author
Career:  No formal career, start a bookstore (small business)
Additional Rules:
Max the Writing and Vampire Lore skill 
Complete your bucket list
Become a vampire in young adulthood
Reach Grandmaster rank of vampire tree
Open a bookstore that’s only open at night
Grow your own plasma fruit orchard
Write a book series of at least 6 books
Display your series in your home
Write and sell your series in your store 
No limit on children, but your heir must be human
Time to let go, cure yourself of vampirism
Generation 14: Death
“Something must die for something to live.”
You were born under a shadow.  Your parent lived forever, until they didn’t.  You saw what hanging on to the past can do, and you’ve sworn to not be the same.  You are change incarnate.  You don’t fear endings - you cause them.  Death haunts you, yes.  But you learn to carry it and make something new.
Traits: Hot-headed, Recycle Disciple, Macabre 
Aspiration: Master Maker
Career:  Reaper
Additional Rules:
Max the Fabrication and Thanatology skill
Live in a Haunted House residential lot
Have lot traits On Hallowed Grounds and Spooky
Buy and care for an Undead Cowplant from the Mysterious Merchant
Allow your undead Cowplant to consume at least 2 sims
Hold a funeral for any family members or friends who pass
Craft and display a candle for every death you witness
Build a shrine area for remembrance
Make soul soup when able
Generation 15: Temperance
“You are the stillness between wave and shore.”
You were born of contradiction.  Of salt and soil and silence and song.  Your family came from fire, rituals, and graves.  But you’re drawn to water.  You are fluid, patient, persistent.  You are not secrets or spectacle, you are balance.  You find peace where others find pressure.  Where your parent represented the moment of change you are the moments before, the stability. 
Traits: Lactose Intolerant, Child of the Ocean, Loves Outdoors
Aspiration: Beach Life
Career:  Conservationist 
Additional Rules:
Max the Fishing skill
Become a mermaid
Befriend and name a dolphin
Complete and display the seashell collection
Live in Sulani on a lot with the Island Spirits trait
Catch all endangered fish and release them
Build a private fishing pond on your lot
Do not eat meat except fish
Clean up Sulani
Generation 16: Evil
“If they’re going to watch, you might as well give them a show.”
Your parent was peace.  Still water and careful healing.  But you?  You chafe under calm.  You want more.  You crave power, pleasure, attention and freedom and you’re willing to play dirty to get it.  You’re magnetic and a little dangerous.  You lie, cheat, and still win.   You’re not just tempted - you’re tempting. 
Traits: Evil, Insider, Self-Absorbed
Aspiration: Villainous Valentine 
Career:  Actor
Additional Rules:
Max the Acting skill
Have at least 5 romantic partners you cheat on
Appear at every party or festival, you don’t miss a chance to be seen
Become enemies with at least 5 sims
Never marry, get engaged once and call it off
Create and lead a club dedicated to your image
Become a global superstar
Fill your home with images of yourself and mirrors
Live a life of luxury
Any heirlooms from past generations and pictures of past heirs should be stored in a secret area on a different lot than your home.  This will come up again in a later generation.
The only heirlooms you pass along are your own
Generation 17: The Tower
“You mistook the walls for safety.  Now you live without them.”
You didn’t choose to fall.  You were pushed.  Your parent built an empire based on lies and deception and you grew up in its shadow - or rather spotlight.  Maybe you believed it once but one day the tower cracks.  You don’t trust easily.  You lose something - maybe everything.  But destruction is a kind of freedom, and maybe you needed a clean slate anyway.  You rebuild.
Traits: Jealous, Paranoid, Slob
Aspiration: Super Parent
Career:  Open a tattoo studio
Additional Rules:
Max the Tattooing skill
When moving out of parent’s home start with 0 money on lot
For young adult stage live in a rental with the Maintenance Troubles lot trait
When your parent passes bulldoze their lot
Any heirlooms inherited from parent should be sold/destroyed, do not profit
Any money earned through bulldozing should be donated 
After every memorable/special event gain a tattoo
Design and display your tattoo designs
Raise first child as single parent until they reach teenhood, you can have more kids
Generation 18: The Star
“You are not here to burn, you are here to glow.”
You were raised in the aftermath of collapse, but somehow you find the will to soften.  You feel deeply and you don’t run.  You dream.  You take the start your parent gives you and build upon it, trying to remake the legacy left to you.  Healing is also a kind of rebellion.  You are a light that will not burn out even after you’re gone.
Traits: Cat Lover, Squeamish, Good
Aspiration: Crystal Crafter
Career:  No formal career 
Additional Rules:
Max the Gemology skill 
Buy a Wishing Well and make a wishing garden
Grow crystal trees in your wishing garden
Complete the gemstone collection
Complete the metals collection
Create and charge 8 unique pieces
If you propose do it with a ring you’ve made
Display some of your creations in your home
Leave behind your displayed creations as heirlooms
Have at least one werewolf child, your heir must be born a werewolf
Generation 19: The Moon
“You are more than one thing.  You always have been.”
You come from clarity, a parent who believed in beauty, healing, and steady hope. But you are made of shadows. You were born with questions you couldn’t ask, instincts you couldn’t name, and fears you couldn’t explain. You see things no one else sees. Feel things too deeply. You don’t trust others - but you barely trust yourself. Some call it madness. Some call it magic. You know it as truth. Hidden, slippery, sacred truth. You are not meant to be easy to understand, not even to yourself.
Traits: Dog Lover, Paranoid, Erratic 
Aspiration: Lone Wolf
Career:  You decide
Additional Rules:
Max the Juice Fizzing skill
Collect all Moonwood Relics
Join the Wildfangs or Moonwood Collective pack as a teen
In young adulthood leave the pack to become a lone wolf, you decide why
Explore the deep tunnels of Moonwood Mill
Win at least 5 fights
After every fight, win or lose, give yourself a new scar
Live on lot in Moonwood Mill with the Dog Hangout trait
Adopt at least 3 stray dogs who show up on your lot
Create a cure for lycanthropy but never cure yourself
Gift cure to chosen werewolf heir and cure them
Generation 20: The Sun
“You are what survives and chooses to bloom.”
You were raised in moonlight and shadow.  But you always craved the sun.  When your parent, someone you never understood, gifted you a cure to your lycanthropy you took it gladly without need for explanation.  You are not a gentle moonbeam, you are blazing.  You are bold, warm, and full-hearted.  You celebrate what others would hide.  Life is meant to be felt in full color and you refuse to be dimmed.
Traits: Dance Machine, Glutton, Bro
Aspiration: Master Chef
Career:  Open a restaurant 
Additional Rules:
Max the Cooking and Mixologists skills
Unlock as many milestones as possible
Host every event type possible
Plant a Forbidden Fruit
Become a plant sim
Build a sunroom in your home
Start the Culinary career but do not finish, open your own restaurant before reaching level 5
Complete the Experimental Foods Collection
Create 7 family recipes
Generation 21: Judgement
“The past is not a chain.  It’s a compass.”
You were born at the height of light - laughter, color, and celebration.  But you always felt something underneath pulling you.  A voice in old photographs.  A weight in the names no one says and the ones not remembered.  You are not content to move forward blindly.  You need to know where you’ve come from - and what you’re carrying with you.  
Traits: Family Oriented, Geek, Nosy
Aspiration: The Curator 
Career:  Freelancer (any branch - the path is yours to choose)
Additional Rules:
Max the Archaeology and Pottery skills
Complete the fossil collection
Find the storage of heirlooms and pictures left behind by a previous generation
Build a museum dedicated to those before you, leave a spot for your heir
Incorporate a dead Cowplant skull in your decoration
Create a remembrance day holiday
(Optional) Track down a descendant from each generation possible that is not the part of the main line of inheritance and befriend them 
Have a large family reunion in your museum after completing all other rules 
Generation 22: The World
“You are the ending. You are the beginning.”
Everything before you led to this.  Twenty-one generations of chaos and love and scars.  You were born into a story already told and you don’t reject it, you complete it.  You are integration, unity, wholeness.  The World is not about perfection.  It’s about presence.  You know who you are because you carry every version that came before you.  You go through the world with open hands.
Traits: Your choice
Aspiration: Your choice
Career:  Your choice
Additional Rules:
This is the end and the joining of all before  
Do not forget but also let go
Live life however you seem fit, every aspect is entirely up to you and what you think truly represents all your hard work
Die peacefully 
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pixelpurgatory · 4 months ago
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i've been working on this legacy challenge on and off for months now and it's finally here! i really made this because i wanted to play something like it. but i thought it'd be fun to share for anyone else who might be interested. if you do play, feel free to tag me. i would love to see your journeys 🥹 there are too many words for a tumblr post, so you'll have to check out the google doc. the general rules as well as a link to the "deck" and dice roller will be under the cut!
Click here for the Tarot Legacy Challenge
G E N E R A L R U L E S :
Start with a single founder in a new save.
Each generation follows the theme of a Major Arcana Tarot card, completing its unique goals and embracing the fate of the tarot card pulled.
Each heir must fulfill their generation’s goals before passing onto the next.
You may draw your Tarot card for the next generation when the first heir is born. You are welcome to choose any of your current heir’s children to be the next generation’s heir.
This challenge will include all packs so feel free to modify to fit your needs when necessary. This was created with Life & Death as the most recent expansion pack. As new packs release, you are more than welcome to modify the rules for the new content.
Play on any lifespan and with any mods or cheats you’d like– whatever makes the challenge more fun for you, have at it. Add any little twists that you’d like to spice up gameplay. If you want to use different traits/aspirations/careers than listed, go for it! Again, whatever you feel fits your playstyle best. Just try your best to stay aligned with the Tarot theme of that generation.
You can play as many or as few generations of this legacy challenge as you’d like. You don’t have to play all 22 generations. I would recommend a minimum of 5 just to make it a “legacy” – but follow your intuition 😌✨🔮
D E C K & D I C E R O L L E R :
A link to the “Deck” :
https://spinthewheel.app/yOOKcsbAUE
Dice Roller (Only necessary for some generations) :
https://g.co/kgs/QkCbwo4
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dreamtydraw · 1 month ago
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Coming back into the Arcana fandom slightly is having to see people enjoying and giving Dorian money as Dorian number one hater to the point i'm playing with mods on my old phone is a personal challenge.
BABES PIRATE IT IF YOU CAN PIRATE IT PLEASE- PLEASE FOR THE LAST LEGACY FANS STILL IN THE TRENCHES PLEASE-
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21pearls · 11 months ago
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Sims 4 Tarot Legacy Challenge
Tarot Legacy Challenge
Google Doc Here
Google Doc updated May 7 2025 to include recent packs
Hello everybody, and welcome to this absolutely massive 22 generation legacy challenge I came up with and figured I would share. This took so much time and heart to complete, so I hope you all enjoy it.
In real life, I love to collect tarot cards, so I thought that a tarot-based sims 4 challenge would be really cool. So off I went searching to see if it had been done before. I managed to find only a few instances of a similar challenge being done before, but I felt I wanted to give my own spin of it a go, and so I started writing my own. A full tarot deck has 78 cards, which is entirely too many generations, but following the 22-card journey through the Major Arcana seemed much more reasonable. Each card has such personality that building a unique gen for each was much more straightforward than I anticipated.
The order I followed was that of the traditional Rider Waite deck in the upright positions; the meanings and characterization I give for each card are based off interpretations from a few different tarot websites and from referencing my own collection and their guidebooks. Some cards have somewhat similar themes, so whilst some traits and skills may appear more than once because of this, I did my best to make every gen unique from one another in their own ways. I highly encourage you to research each card as you get to each gen to gain a better feel for their character and better understanding of the vibe each card presents. And hey, if you don’t feel my character interpretation is accurate to the card, feel free to change up the generation to a characterization that fits better for you! At the end of the day, tarot is all about personal interpretations and reflection, I see no reason a challenge based upon it can’t be the same.
(Please note that I designed most of this before Lovestruck was released, so it was not included in this challenge.)
Anyways, without further ado, I hope you enjoy my Tarot Legacy Challenge!
Ground Rules
-aging must be on, lifespan is up to you though
-cheats allowed to enhance the story if desired, but are not encouraged
-your heir may be whichever child best fits the next gen unless specified
-aspirations, skills, and career tracks should be completed before moving on unless specified
-I wrote each gen as the gender they appear on the traditional tarot cards, but you do not have to follow the genders that the tarot cards imply (ex. the Empress may be male or nonbinary, they do not have to be a female sim)
- I only designed certain generations to feature supernatural sims; these gens must be that supernatural type, but you are free to make any other gen supernatural. If you think being a supernatural makes sense for a specific gen, feel free to do so
The Major Arcana
The Major Arcana is the core of the tarot deck; it represents the major themes the soul goes through in the journey to enlightenment. The Major Arcana follows the journey of the Fool as they set out into the world. We follow them through all the ups and downs they experience across the Major Arcana until they finally reach the completion of their journey with the World.
0. The Fool
Beginnings, freedom, spontaneity, adventure, idealism, innocence
The Fool often represents the start of a new journey. He steps confidently into a wide-open world that he is ready to embrace. He is often optimistic, and almost childish in his idealism about life. The Fool may also represent the beginnings of a literal journey. Love with the Fool is passionate and exciting, but he sometimes lacks commitment in his eagerness to begin new adventures.
For as long as you can remember, you have always wanted to see what the world has to offer. Now that you have grown up, you are ready to set off on your adventure! Your family may see you as naïve, and people may judge you for never seeming to commit to anything for too long, but you love the thrill that trying new things and seeing new places gives you.
-have the childish, noncommittal, and adventurous traits
-complete at 2 levels each of the City Native, Beach Life, and Mt. Komorebi Sightseer aspiration.
-achieve maximum level 5 in at least 6 different skills, focusing on one at a time. You can achieve less than level 5 but should not go over level 5. These 6 skills should all be full skills, meaning they require a level 10 to max.
-do not commit to one career; every time you reach level 4 in a career, you must quit it and start a new one. If you take a part-time job, you must quit it after you have been in it for 3 in-game weeks. You may quit your jobs before these benchmarks are reached if you wish.
-you must visit each world (including vacation worlds) at least once over your lifetime. You do no have to commit much time to each world, visiting a lot once for a few hours in enough. You must also live in at least 4 different worlds.
-have multiple whirlwind romances, but never truly settle down long-term
-no limit on children, but your heir must be a spellcaster
I. The Magician
Resourcefulness, logic, influence, commitment, willpower, manifestation, skill
The Magician is a representation of willpower. He already possesses all the skills necessary to succeed and he knows it. He has the power to manifest the outcome that he desires. He is often a person of great ability and wisdom, and he does not hesitate to use his full potential. In love, the Magician is deeply committed and serious in his intentions.
Unlike your parent before you, you are committed to finishing what you start. As you grew older, you developed powers that none of your siblings seem to possess; as with all you do, you will not rest until you understand them. You commit yourself fully to understanding the mechanics of the world, and find great aptitude in designing the very things you long to understand.
-have the ambitious, genius, and overachiever traits
-master the logic, robotics, and charisma skills
-complete the nerd brain aspiration
-Reach the top of the mechanical engineering career
-You were born a spellcaster, and you commit fully to your magical studies as well as your human ones. Reach Virtuoso rank spellcasting and learn every spell and potion. You may also complete both spellcaster aspirations if desired.
-have one strongly committed relationship with a sim that shares at least one trait with you
-have one non-spellcaster child
II. The High Priestess
Mystery, spirituality, intuition, the unconscious
The High Priestess speaks of our inner voice. She listens well to her intuition and seems to hold knowledge of things mysterious to the average person. She may seem mysterious and sometimes otherworldly due to her calm exterior and innate knowledge of all things spiritual. The High Priestess may appear highly attractive to those around her; she values honesty in her relationships and is very passionate once you get past her calm surface.
You grew up surrounded by magic, and whilst you may not have any of your own, this made you a deeply spiritual person. You believe that there is magic everywhere and in everyone, it’s just not always so obvious. You understand the powers of the world so well that you turn readily to meditation and the soul world. You find peace in yourself, and you plan to help lost souls around you find theirs.
-loves outdoors, vegetarian, and good traits
-master the wellness, medium, and piano skills
-complete the Zen Guru aspiration
-earn your money through teaching yoga classes and guided meditations
-You find peace in the world around you, so you grow and maintain a flower garden throughout your lifetime with sections dedicated to each season. Befriend at least 3 ghosts.
-find and marry a sim with all “good” traits
-have at least 2 children
III. The Empress
Fertility, beauty, sensuality, nurturing, divine feminine, abundance, creativity
The Empress represents all things feminine. She carries beauty and joy with her wherever she goes and is often a highly creative person. She tends to be very caring and nurturing and is often a mother figure to those around her, if not an actual mother. She values her family highly and will do as much as she can to ensure their happiness. In love she is highly caring and leans towards stable and serious relationships.
Your parent before you found happiness in the spiritual, but for as long as you can remember the thing you wanted more than anything was a big and lively family of your own. You commit fully to your children and spouse, and they are the centre of your whole world. Aside from your family, you have a strong creative side, and a soft spot for all things pretty and girly. Your home finds itself overflowing with pretty things and the art you have created.
-romantic, creative, and family oriented
-complete the Super Parent aspiration, and then start the Big Happy Family aspiration
-max the parenting, cooking, and painting skills
-Sell your paintings to earn your money. Before you start having kids, you may also work in the barista career
-You love your family more than anything; have a strong relationship with your spouse and all your children. Have a dedicated family day at least once per week. Your family day does not have to be the same every week. Some examples can be a movie night, a day at the park or pool, a family activity, etc.
- you must stay in a happy and committed relationship with whoever you choose to marry for the rest of your life
-have a large family with at least 4 children
IV. The Emperor
Authority, practicality, stability, fatherhood, structure, discipline, leadership
The Emperor represents organization and control. He represents masculine energy and stands as a father figure to those around him. He values family highly but believes in a more disciplined approach of raising his children. He is decisive and clear in his goals, and often resides in a position of authority. The Emperor approaches his relationships logically, and he often looks for a traditional relationship. He is often well established and may be older when he fully commits.
You grew up in a big and loving family, and because of this you would love to have a big family of your own. You see yourself as a natural leader and feel you would easily be able to raise your children to follow in your footsteps. Your children sometimes say you are too strict, but everybody you’ve met respects and looks up to you as the great person you know you can be.
-perfectionist, neat, and loyal traits
-have the successful lineage aspiration
-master parenting, logic, and research and debate skills
-Master the politician career
-You are a loving but strict parent; all your children should have at least 2 positive character value traits upon age up
-Have a simple elopement with a YA sim whilst you are an adult. You should be the main breadwinner of your household
-Have a large family with at least 4 children
V. The Hierophant
Tradition, conformity, education, conventionality
The Hierophant represents embracing tradition. They like to stay within the bounds of what is known and prefer to conform rather than branch out. They are often extremely set in their ways and traditions. They also often fill a mentorship position to many people. The Hierophant often has a very traditional relationship, often choosing a partner who they view as safe and respectable to those around them.
Your parents raised you well, some may say a little too well. You live a very modest life, and you are happy for it. You pursue a respectable teaching career, marry an acceptable person, attend weekly services, practice a safe hobby, own a picture-perfect picket-fence home, and have the ideal 2.5 children. You may never do anything “exciting” in your life, but you are content.
-proper, bookworm, and squeamish traits
-complete Lord/Lady of the Knits aspiration
-master the education career professor branch
-master knitting and 1 other “traditional” hobby (cross stitch, cooking, fishing, etc.)
-You are a religious person. Dress up in your best clothing and attend religious ceremonies with your family on the same day every week, as well as on every holiday. Have a nice, sit-down family dinner on this day too (add a weekly holiday for this, and edit existing holidays to have this tradition)
- Marry your high school sweetheart. They must be someone socially acceptable that your parents approve of. Don’t woohoo or move in together until marriage. Stay together until death.
- have 3 children
VI. The Lovers
Love, unity, relationships, soulmates, romance, partnership, balance
The Lovers represents the ideal relationship. They have a deep trust and unity with one another, and therefore have a very deep and intense bond. The Lovers are true to themselves and each other; they do not allow society to decide for them what it is they should believe. In love they are deeply committed and are the perfect representation of soulmates; they may also have to make sacrifices if they wish to commit to the relationship.
Your parents always called you too fantastical when you didn’t grow out of it, but all you ever dreamed of was finding your own one true love. You spend your days designing flower arrangements and bouquets for weddings and anniversaries so other people can celebrate their love, until one day you meet a new coworker who fits into your life like a missing piece. Your parents don’t approve of them, but you have finally found your soulmate and you couldn’t be happier.
-romantic, generous, loyal
-complete the soulmate aspiration
-max charisma and singing skills
-master the floral designer career
-Love and romance are a big deal for you; have a weekly date night with your spouse
-you find your soulmate in one of your coworkers; you work well together in every aspect of life. Your parents should not approve of this relationship as your partner does not fit their conventional ideals, but you love them anyway.
-no limit on children
VII. The Chariot
Victory, ambition, willpower, strength, hard work, success, control
The Chariot represents victory due to determination and self-control. He is usually strong in body and will, and almost always emerges victorious in what he pursues. He is confident, focused, and bold, and this may sometimes come across as aggressive due to this. In love, he may be split; he needs to have a clear understanding of what he wants in life before he can choose the right path for himself.
Your parent always told you to chase your dreams no matter what anybody says, and you fully intend to. You want to be the strongest you can be, and nobody will stop you. Other than your occasional temper, you have very good self control which lends itself well to your military career. One day you decide to rescue a dog, and you quickly find great joy in training your pet up to peak performance alongside you so you can be an unstoppable team.
-ambitious, hot-headed, and active traits
-complete the Bodybuilder aspiration
-master the military officer career
-master the fitness, rock climbing, and pet training skills
-Once the gen starts, always have at least one large dog; You must dedicate time to fully training your dog, and even after completing their training you should still have them practice what they know each week. All dogs you have must be fully trained before you can adopt any more.
-be caught in a love triangle. Both options are very different people, and you are uncertain who to choose. Once you complete your aspiration, you know what it is you truly want out of life, and you may choose which sim to commit to.
-have 2 children
VIII. Strength
Courage, inner strength, compassion, self confidence, perseverance, bravery
Strength is representative of inner strength and mastering your emotions. She is compassionate and calm and shows great inner strength rather than external strength. She always has time for those she cares for and she is extremely patient, and often appears quite fearless. In love Strength is compassionate and empathetic; she may attract a partner with a wild side that she balances out.
Your parent was always a little hot-headed and valued strength above all else, but you don’t see it that way. You always thought true strength came from within. You intend to find your own inner power and find great joys in the little things in life. You give yourself freely to those around you and offer a level head to them when needed. You find yourself smitten with a person who turns out to be a little more “wild” than you thought, but you find your calm ways perfectly balance out their more aggressive tendencies.
-self assured, good, and cheerful traits
-complete the Inner Peace aspiration
-max the wellness, dancing, and violin skills
-write freelance books for money
-You always make time for those you care for; every time somebody calls to go out or come over, you should accept it. Complete the feather collection.
-marry a werewolf. Your partner should have the jealous trait. If they are a part of a pack, it should be the Wildfangs.
-no limit on children, but the heir must be a werewolf
IX. The Hermit
Introspection, withdrawal, solitude, self reflection, inner wisdom
The Hermit represents the search for the inner self. He spends much of his time in solitude in order to better look within himself and search for his inner voice. He works hard to discover who he truly is on the inside, and often appears wise and as a guiding figure to those around him. The Hermit needs time to decide what he truly wants from his relationships. Once he has taken the time to reflect upon himself and those he loves, the bonds he forms are very strong.
You never felt that you truly knew yourself, no matter how hard you tried. Your parent tried to help you as best they could, but they never could fully understand you. You never really connected with the wolf side of yourself, so you do everything in your power to find out what it is you really want to be. You join a local werewolf pack to better learn your wolf side, but as much as they respect you, you don’t feel you fit in and you prefer to spend your time alone with your insects and candles.
-loner, bookworm, genius
-complete the Werewolf Initiate, Emissary of the Collective (except for becoming alpha), and then the Cure Seeker aspirations
-as a teen, have your parent help you master wellness. Max cross stitch and fabrication skills
-you keep bees and craft candles with their wax. You earn your money by selling honey and candles at a weekly market.
-In an attempt to understand yourself and your condition better, you join the Moonwood Collective werewolf pack. You prefer your alone time but commit to them when needed. Your pack should respect and look up to you. Gain the rank of Beta in your pack before you cure yourself, but never take over as alpha. Complete and display the insect and Moonwood relics collections.
-Find your fated mate. They are fully ready to start a relationship with you, but you need time to find yourself. Once you have cured yourself, you finally commit to a relationship with them. They should also take the cure before you have your child.
-have one non-werewolf child
X. The Wheel of Fortune
Fate, change, luck, cycles, destiny
The Wheel of Fortune represents the ever-moving cycle of life, fate, and destiny. Life comes with both good days and bad days; both are necessary and cannot be avoided. The Wheel of Fortune is always turning, and life is always changing. Fate will come to pass whether you fight it or embrace it.
Your parent may have felt the need to change who they are, but you embrace what fate has in store for you. Every aspect of this gen is randomized.
-Randomize all your traits, your aspiration, 2-3 skills to max, and your career.  If your aspiration requires a specific career, you may choose to either reroll your aspiration to get one that does not require a specific career, or you may commit to the career your aspiration requires.
-roll from 1-8 to see how many children you should have. If you never get a solid partner, you may adopt or have science babies. Ensure whichever child you choose as heir is human.
-if you wish, use an online Sims 4 random events generator at least once per week for an extra layer to this gen
-every in-game week, roll 1-6 to see how your love life pans out
              1. If you are in a relationship, break it up
              2,4, or 6. No change in relationship this week
3. Start a new romantic relationship. If you are currently in a relationship, this means cheating on your partner (unless you have the loyal or good trait, in which case you break any current relationship before starting the new one).
5. Take your existing relationship to the next level. (boyfriend/girlfriend > engaged > married)
XI. Justice
Justice, karma, law, truth, honesty, integrity
Justice represents fair and equal judgement. She is someone who always carefully weighs her decisions and recognizes that the choices she makes will have long term consequences. She seeks out the truth above all things and pays no attention to any unfounded opinions others may hold. She is often a mediator, and whilst not everybody will love the stances that she takes, she is highly respected. Justice recognizes that relationships take work; she puts in effort and treats her partner fairly and expects fair treatment in return. She values honesty highly and will work find out the truths of her partner; she will always find out if she has been disrespected or betrayed.
You always felt much more grounded than your parent. They believed in the power of fate, but you believe in facts. You believe in facts and truth so much that you build a career out of judging what is true or not. You value those around you highly, and strongly believe that everyone deserves a chance at fairness and respect. Whilst not everyone agrees with your stances, you make yourself open to all and become a pillar of your community.
-proper, perfectionist, and loyal traits. as an elder gain the wise trait.
-complete the Neighbourhood Confidante aspiration
-max charisma, logic, and research and debate skills
-master the judge career
-be active in your community; always vote on NAPs, attempt to fix bad relationships your friends and neighbours may have, donate to charity, volunteer, and host neighbourhood get togethers regularly.
-find out everything you can about your partner before marrying them. You should know their traits, preferences, job, and you should have a decent relationship with all their immediate family members before you propose. (i.e. their parents, siblings, and any children). If your partner ever cheats on you, you will find out and must leave them.
-have two children (preferably twins); one has a more “proper” approach to life, and the other (the heir) is a bit more wild
XII. The Hanged Man
Waiting, sacrifice, uncertainty, lack of direction, confinement, perspective
The Hanged Man represents one who makes sacrifices for the good of progress. He is stuck in a place in life that he does not enjoy and even feels trapped in, but he sees this as a necessary sacrifice for his goals to be achieved. He puts his life on hold with no issues and waits patiently to pick it back up again, sometimes for a very long time, until he is certain the best results are inbound. The Hanged Man is patient when it comes to love. He recognizes that either he or his partner may not be ready for commitment and knows that sacrifice may be needed in order for his relationship to survive.
Your plan for life was never very traditional. You have a passion for the slopes and spending your nights having fun, and that’s enough for you. That is until a surprise pregnancy wrecks your life plans. You may not be anything like your parent, but they did raise you to always do the right thing, so you get married and quit your dream to support your new baby. You aren’t necessarily happy in your new life, but you love your child fiercely and will do anything for them.  If that means giving up your dreams until they can support themselves, then that is what you’ll do.
-Start out life with the cheerful, active, and bro traits. Every second promotion after you get married, change a trait until you have the gloomy, lazy, and squeamish traits. After you reach level 8 in your career and your child is a teen, you may change these all back.
-have the extreme sports enthusiast aspiration; complete max 2 levels of it before you stop pursuing it. Only finish your aspiration after you rekindle your passion.
-as a teen/YA master either skiing or snowboarding and dancing skills; once you get married stop practicing these skills; start practicing again once your child becomes a teen, and you have reached level 8 in your career.  You can try out multiple new hobbies over your lifetime, but only reach level 3 max in each before you decide its not for you.
-early YA make money through snowboarding videos or teaching ski classes (available at level 10 of each skill), and through completing odd jobs. After marriage, join the salaryperson career to support your family. You may quit your job and re-chase your passion after you find yourself again
-You have a wild youth; sneak out as a teen, slack off in school, etc.; as an adult throw parties or go to bars or clubs every night, have a lot of no-strings woohoo with many different sims, and generally have a good time. After marriage, fully commit your time to your job and raising your child; go all out for holidays and birthdays for your child but spare no time for anybody else in your life. After you find yourself again, you may rebuild a social life and throw weekly house parties again (albeit more mature ones now).
-whilst a YA, get pregnant/get another sim pregnant after a one-night stand. Marry them before the baby is born because you believe it is the right thing to do. You can be friends with them, but do not max your romance bar with your spouse (cheat this back down after marriage if needed). You do not realize how much you love your spouse until adulthood after your child becomes a teen and you reach level 8 in your career, wherein you can finally max your romance with them.
-Your first child is your heir. You may choose to have more children in late adulthood once you realize you truly love your spouse.
XIII. Death
Endings, change, transformation, letting go, transition
Death is representative of change, most often positive ones. Death tells us that the past must be left behind in order to embrace the future – no matter how hard letting go may be. Death tells us that sometimes our old self must die so our new, more true self, can be born.
You watched your parent wither away your whole childhood until they finally found their joy for life again, and you decided quickly that that would never be you. You intend to squeeze everything out of life for yourself that you possibly can with no care for how it hurts those around you. That is until you experience a brush with death, and completely change your views on what life means. Now you live your life (or what’s left of it) with a full focus on making both yourself and the world into the best that they possibly can be because life is too short, and the future should be cherished.
-Start your life with the mean, self-absorbed, and snob traits. Change to the green fiend, recycle disciple, and loves the outdoors traits after your “death.”
-as a teen/early YA have the party animal aspiration; after “death” complete Good Vampire aspiration
-max the gardening, vampire lore, and charisma skills
-master the Conservationist, Environmental Manager career
-as a teen/early YA, you are “attacked” by a vampire and turned. This “death” compels you to become the best person you can be for yourself and spurs a desire to help the world. Fully clean up Sulani. Make sure the neighbourhood you live in has a green eco-footprint. Support green-initiative NAPs. Become self-sufficient.
-as a teen/YA, have a “troublemaker” boyfriend/girlfriend. After your “death,” you must breakup as they no longer fit the life you want for yourself. You may choose to stay single, or find a partner who also has eco-centric values
-have one non-vampire child
XIV. Temperance
Balance, peace, inner calm, harmony, tranquility
Temperance represents balance and patience. They are a calm individual who does not let anything get to them, and one who avoids extremes in their day-to-day. They are a person who has found their own peace; they work well with their community and find great purpose in their life choices. In love, Temperance is patient and understanding; their partner may require these qualities in order to find true harmony in the relationship.
Your parent gave their all to fixing the world around them and trying to make it a better place. You’ll leave the fighting side to them, but you did inherit their love for all things green and living. You grow and provide food for your community and find a great purpose in doing so. It may be a simple life, but it’s yours and you find peace and happiness in it.
-loves the outdoors, animal enthusiast, and cheerful traits
-complete the Country Caretaker aspiration
-master gardening, handiness, and fishing skills
-live on a farm and sell the goods you’ve grown/produced at a local market for income
-Live in harmony with your land and community. Have a strong relationship with all your animals, and any wild ones that come into your land. Have a farm cat and farm dog. Have the simple living lot trait. Regularly participate in your community by running errands for people and competing in the Finchwick fair.
-marry your soulmate, who should have the hot-headed trait. They may be fiery, but you have great patience and always work things out with them in the end.
-have 3-4 children
XV. The Devil
Addiction, obsession, excess, dependency, powerlessness, temptation, vice, self-destruction
The Devil represents addiction. He is a being of indulgence, giving in to his urges for luxury and materialism. He finds himself addicted to all things pleasureful, including substances, material things, and lust fueled actions. He may feel powerless to fight these urges, and often has no control over his impulses. The Devil gives into lust and doesn’t always commit, which can harm his relationships if he does not learn to openly communicate with his partners.
Growing up your life was pretty plain. You never could find anything that really brought you happiness the way your parents found theirs. You start indulging your darker urges in an attempt to find some joy in life. These simple indulgences soon grow into a lifestyle. Eventually you start brewing you own drinks, and soon you find yourself mixed up in a bootlegging business. Turns out, you’re pretty good at it. You still aren’t passionate about anything in particular, but you find plenty of ways to make yourself happy, if only temporarily.
-materialistic, glutton, and kleptomaniac
-complete the Serial Romantic aspiration
-master the mixology, nectar making, and juice fizzing skills
-Master the criminal career, boss branch
-you have a drinking addiction and struggle to control your impulses. After you get into making drinks, your sim should drink a lot; drink at least 3 drinks per in-game day and get dazed from drinking at least once per week. Try to complete whims rather than decide for your sim what to do.
-Have multiple ongoing partners; you may get married and divorced as much as you’d like, but always have multiple partners even if you say you are monogamous
-no real limit on kids
XVI. The Tower
Chaos, upheaval, trauma, disaster, destruction, sudden change, catastrophe
The Tower represents sudden and major changes. The change the Tower brings is not always a bad thing, but it is often chaotic and scary as it happens. The Tower shakes who you are to the very core and completely breaks apart who you are. It sometimes heralds deeply traumatic events on the horizon.
You grew up and got immediately recruited into your parent’s bootlegging business, which was never really your speed. You wanted to cause mayhem, but apparently this was the best you could get. That is until one day on the job when you get caught. The people that caught you offer you a deal, work for them as a spy inside the family business and you won’t get thrown in jail. You do this grudgingly until one day, a chance to be the bringer of chaos you always wanted to be presents itself.
-erratic, non-committal, and paranoid. Take trait changes whenever they come up, but always keep the erratic trait.
-complete the Chief of Mischief aspiration, then randomly swap your aspiration very few days
-master mischief and programming skills
-Start out in the family crime business. Get recruited into the secret agent career. Master the secret agent, villain branch.
-you are the embodiment of chaos, and your life is therefore chaotic. Move homes multiple times; decide if you will be friendly or mean to everyone in your life with a daily coin flip; break into people’s homes to prank their appliances and make messes; hack into things; cause general mayhem.
-Every relationship you start must result in marriage; every marriage must end in divorce. Have at least 3 marriages.
-Have one pregnancy per marriage. Your heir must be human
XVII. The Star
Inspiration, rejuvenation, hope, positivity, healing, renewal, positivity
The Star represents renewal and hope. The Star has the courage to step away from the chaos of the Tower and is therefore able to heal from the damage it has caused. The Star holds great inner strength and is resilient and hopeful. She is very positive and calm, and she knows that everything will turn out okay. The Star has an optimism that draws people to them. When it comes to love, the Star may sometimes find that a person from her past will re-enter her life in a new, deeper way.
Your parent lived a life of mayhem and pain, and the relationship you had with your family was always toxic because of it. As soon as you are able, you completely cut off your family and start fresh. You build your own little family of friends and start healing yourself and find a passion for healing those around you too. You find ways to share your joy with those you care for and make your own happiness. That is until a face from your past comes back into your life, and completely changes your plans all over again.
-good, ambitious, and cheerful traits
-complete the Musical Genius aspiration
-master the guitar and baking skills
-master the doctor career
-completely cut off your family and any early life relationships when you become a YA. Take no money from your family and move into a cheap apartment to start out with. Join or start a club after you move out and have at least 3 strong friendships with the people in it. Regularly attend club gatherings. Play music for and share your baked goods with your friends and neighbours. Host holiday parties that you invite all your friends to.
-Have a childhood friend that you lose contact with when you cut off your family. Meet them again later in life but develop romantic feelings this time around. Get married to this sim.
-have 2-4 children
XVIII. The Moon
Illusion, intuition, secrets, complexity, the unconscious, anxiety
The Moon represents an illusion. The Moon calls you to trust your intuition to navigate the illusions that surround you. Secrets are being kept from you. Either it is your mind playing tricks on you, or the truth is being concealed from you, but the front you see is not real. You must put in the work to truly see the realities that surround you. Past experiences may cloud your judgement; try to fully understand those around you so as not to put your relationships in jeopardy.
You grew up happy and always thought the best of people, until someone that you loved deeply and trusted implicitly completely ripped out your heart and broke all faith you had in others. You became convinced that the world was out to get you; that those around you are hiding things from you that you have a right to know. All you want to do is discover the truth of what’s around you. You fell in love again, but you can’t bring yourself to have faith in them like you’d like to. They keep disappearing for “beach trips” which must be a cover for them cheating on you, right?
-paranoid, nosy, and socially awkward
-complete Strangerville Mystery or Seeker of Secrets aspiration
-master programming and photography skills
-master the detective career
-complete the space prints and seashell collections
-when young, have a partner who constantly cheats on you; find out and leave them. After this, marry a mermaid, but you are not aware of this, and they do not tell you; you are convinced they are cheating on you (all those visits to the ocean are suspicious), but you can never prove it. Find out the truth when one of your children grows a tail in front of you.
-have 2 children from your mermaid spouse. The heir must be a mermaid
XIX. The Sun
Happiness, optimism, vitality, joy, confidence, success, abundance
The Sun represents joy, success, and vitality. The Sun is strongly optimistic and happy, and this rubs off on those around them. People are drawn to the Sun, who is often able to share their success with the people around them. In all their relationships the Sun is happy and fulfilled, and this makes them a very attractive individual.
Your parent always hated it when people were keeping secrets, so you grew up always showing off your true self. As it turns out, people love you for this. You have a passion for acting, and your infectious attitude helps find fame in it quickly. The world seems to love your bright and open nature, and if letting people speak with you is all it takes to make their day, then you’ll speak to as many people as possible. Bringing the world joy is your pleasure.
-cheerful, outgoing, and self assured
-complete the Friend of the World aspiration
-master acting, singing, charisma, and comedy skills
-master the actor/actress career
-Reach 5-star celebrity status and have a pristine reputation. Be a source of light in the world; donate to charity, volunteer, host events, and always make time for fans. Earn a lot of money that you have no problem sharing. Do not hide your scales; you fully embrace your mermaid heritage and let the world know who you are.
-marry a sim with the cheerful trait
-have 3-4 kids. Your heir should be human
XX. Judgement
Awakening, renewal, self-evaluation, purpose, reflection, choice
Judgement represents the moment when we step back and evaluate our past and our actions. Judgement calls us to reflect upon the past to form an understanding of who we are and who we want to be. It is also about choices; what we do has a profound effect on our lives. Judgement tells us our choices have consequences, and what we have done will either pan out, or come back to haunt us.
Your parent always had plenty of friends and people skills that never really rubbed off on you. You found peace more in books and history than you ever did other people. You fall in love, get married and have a kid, but your spouse seems to have an issue with how you live your life and leaves you. For all your knowledge on the past, you just can’t seem to look properly at your own and see where you went wrong. Once you finally achieve your dreams, you are finally able to take a step back and see for yourself just where it is that you went wrong and decide to try to fix what you have broken.
-genius, book worm, and clumsy
-complete the Archeology Scholar aspiration
-max the archeology, writing, and parenting skills
-earn money through selling artifacts and archeology books
-you are always willing to learn. You should regularly sign up for skill classes at the university, and you should work to having a full library at home with at least one copy of every book available. Read books to raise your fun level. Collect all Omiscan artifacts and treasures.
-get married and have a child; you and your spouse must gain a negative relationship with one another due to you always being away for your job and divorce. After you have completed your aspiration and your child has become a teen, restart your relationship and get married again.
-have one child
XXI. The World
Completion, achievement, harmony, wholeness, fulfillment, celebration
The world represents completion and wholeness. The world recognizes it has travelled far; that the self is connected to all other things and plays an important role in the movements of life. The efforts you have put in have paid off and you can withstand any challenges. You have achieved all your goals, and this is worthy of celebration. You have completed the journey that the Fool once started, and the world is at your fingertips.
Your parent was a scholar, and they raised you on stories of the past and of the wide world around you. The places they took you growing up fascinated you, and you always wanted to see more. You long to explore what the world has to offer, so you set out as soon as you can on your own adventure. You take your time to experience all that life has to offer, finding fulfillment and joy in all that you do. You are the heir to a great legacy, and you are content in who you are and the choices you have made to get where you are today.
-Have the adventurous trait, and 2 other traits of your choice. Whatever feels most fulfilling to you
-Finally complete the Beach Life, City Native, and Mt. Komorebi Sightseer aspirations that the Fool started so long ago.
-Max the same 6 skills that the Fool never completed
-Choose whichever career you as a player most enjoy and find fulfillment from.
-you enjoy travelling and experiencing what the world has to offer, but you take your time in doing so. Visit each world at least once, but this time make an effort to spend time with the locals and spend at least a full day in each. Collect a souvenir from each world/an object that represents it as you visit and display it in your home.
-Your life will be fulfilling to you no matter what you decide. If you choose to stay single, get into a relationship, have kids or not, it doesn’t matter. Whatever you do in life will bring you joy.
Congratulations! You have journeyed far and have experienced the ups and downs of what the Major Arcana has to offer. Thank you so much for reading.
 I hope you enjoyed my Tarot Legacy Challenge! <3
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uslessnoahtall · 4 months ago
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Sims 4 Twisted Tarot Legacy Challenge
Hello everyone! I’ve spent the last few weeks working on this and I am so excited to share it with you!
This is a LONG CHALLENGE. There are 22 Major Arcana cards in a Tarot deck, and a generation for each of them. When you do a tarot reading, the way your cards are facing matters. I didn’t want to make this challenge 44 generations long (though I did consider it quite heavily) so I tried to incorporate both Upright and Reversed meanings into each generation, however they all lean more towards the Upright meaning :)
Lots of the generations are quite open ended, where you get to make more decisions, but there are some super structured ones as well. Feel free to skip any generations you don't wanna do (there are 20 after all), and just have fun with it!
If anyone starts this challenge, please tag me in your posts, I wanna see your sims. I'm looking forward to starting it to!
Generation 1: The Fool
Innocence, New Beginnings, Free Spirit
You’ve always felt like you had the world open to you, a blank slate for all your potential. You left your parents home at a young age, ready to start something new in the big world. The only problem, is that you can’t seem to make anything stick.
Traits: Goofball, Noncommittal, Cheerful
Aspiration: Renaissance Sim
Job: Multiple
Skills: Multiple
Rules:
- Never hold down a job (change careers every week)
- Date like crazy, serial dater (the just keep getting boring, and the grass is always greener!)
- You can have as many kids as you want, but the oldest must be your heir
- Complete your aspiration
- Move at least 3 times in your life
- Get to Level 5 in
- 6 Creative Skills
- 3 Academic Skills
Generation 2: The Magician
Willpower, Desire, Creation
Watching your parent pick up a new hobby every few days drove you crazy. You’ve always known exactly what you wanted in life. Money was always tight, and you’ve had to work hard to take care of your siblings, because you knew relying on your parent was too big of a gamble. Nothing in the world has ever resembled what you wanted, so you’ve decided to take the world into your own hands.
Traits: Creative, Ambitious, Generous
Aspiration: Neighbourhood Confidante
Job: Politician (Charity Organizer Branch)
Skills: Charisma, Logic, Any Creative Skill
Rules:
- Get a job as a teen (can be any job)
- Marry your first partner
- Give money to every performer and protester you see
- Have 2 kids
- Heir must be a female, you can cheat this
- Max your skills
- Max Career
- Complete aspiration
Generation 3: The High Priestess
Intuition, Spirituality, Education
You always admired your parent for how hard they worked to make the world a better place, but you noticed that their commitment to the world, meant a lack of care for their own wellbeing. You loved learning as a kid, and did everything you could to learn more about the world. As a teen, you started trying to help your parent take care of themselves by brining a spiritual vibe to the household. You left home to follow your own spiritual journey, and found yourself desperate for something more, maybe something you couldn’t teach yourself.
Traits: Good, High Maintenance, Bookworm
Aspiration: Zen Guru
Job: Education (Professor Branch)
Skills: Wellness, Logic, Research and Debate
Rules:
- Don’t get a job once you leave your parents house
- Make money through social media and streaming
- Stream your yoga practices
- Apply to university in your last week as a young adult
- Psychology Degree
- Enter the Education Career once you finish university
- Do not have kids until you have finished university
- Marry someone who aligns with your chakras
- Have as many kids as you want
- Your heir is the youngest kid, also must be female
- Max Career
- Max Skills
- Complete aspiration
Generation 4: The Empress
Divine Feminine, Fertility, Nature
Your mom taught you how to love yourself, and as a child you had so much love that you wanted to share either with the world around you. You felt a deep connection with nature, feeling more at peace when you were alone with the wind and the trees than when you were around people. As soon as you became a teenager you realized, the modern world was just not for you.
Traits: Loves Outdoors, Lovebug, Family Oriented
Aspiration: Big Happy Family or Outdoor Enthusiast
Job: None (Stay At Home Parent)
Skills: Herbalism, Parenting
Rules:
- Move out of your parents house before becoming a Young Adult
- Move to Henford-on-Bagley
- Don’t get a job, make money gardening and taking care of animals
- Live with many animals (cats, dogs, fish, hamsters, cows, horses, llamas, goats, sheep, whatever you want)
- Marry a Good sim
- Have 4+ kids
- Have weekly dinners with your family (including siblings and parents, and partners parents)
- Max Skills
- Complete aspiration
Generation 5: The Emperor
Authority, Structure, Control
As a kid, you always felt a little out of place in your home, surrounded by your siblings who were coddled and adored, and parents who constantly went with the flow. The lack of stability in your household stressed you out beyond belief. You loved your family, but couldn’t wait to leave. You wanted to control what was happening around you, to create a sense of structure you’d never known as a kid. Traditions were traditions for a reason, and just because your hippie family didn’t believe in them, doesn’t mean you wouldn’t.
Traits: Perfectionist, Self-Assured, Proper
Aspiration: Successful Lineage
Job: Military
Skills: Fitness, Charisma, Handiness
Rules:
- Aim for the perfect, white-picket fence family
- Marry young, and do not Woohoo until marriage
- Have 3 kids
- Have a dog
- Be very strict with money
- Set a curfew for 9pm
- Make sure everyone in your house wakes up by 8am every day (even weekends)
- Max Career
- Max Skills
- Complete aspiration
Generation 6: The Hierophant
Tradition, Conformity, Knowledge
Living in a picture perfect home, you idolized your parent, who taught you the importance of rigid traditions. You knew from a young age that there wasn’t anything in particular that defined you as a person, but you were fine with that. You wanted to be just like everyone else, to fit in and live a perfect life, just like your parent, and even though they didn’t talk about them much, probably your grandparents too.
Traits: Insider, Loyal, Paranoid
Aspiration: Leader of the Pack
Job: Writer (If there was a Priest Career in the Sims, this Sim would have it)
Skills: Writing, Charisma
Rules:
- Have a popular cult- I mean club
- Club Details:
- You can pick age groups, marital status, career, financial status, etc
- Activities:
- Write
- Debate
- Be Mischievous
- You can add any others
- Have club gatherings in your house
- Write three books, telling the world about your traditions and beliefs
- Have however many kids you want
- Marry someone you meet through your club
Generation 7: The Lovers
Partnership, duality, union
Your parent valued traditions above everything else, including love. You never saw much love between your parents, and this didn’t seem odd to you until you saw other kids parents. You realize, once you become a teen, that you don’t want a life like your parents, you want to be in love, and help everyone else be in love.
Traits: Romantic, Cheerful, Music Lover
Aspiration: Soulmate
Job: Romance Consultant (either Branch)
Skills: Romance, Singing, Violin or Piano
Rules:
- Leave your parents house as a teen, never talk to them again
- Optional: Find love through your work
- Go on 4 dates with your partner before officially dating them
- Celebrate Love Day on a different level
- Go hard for Love day
- Plan weekly dates with your partner
- Have a really big wedding
- Have kids late in life (you were busy being in love)
- Max Career
- Max Skills
- Complete aspiration
Generation 8: The Chariot
Direction, Willpower, Success
As a child, you loved watching your parents spend time with each other, and adore each other, and kiss each other and - okay you were a little over the lovey dovey life your parents had created. By the time you were going to high school, you parents were old, they’d retired, and that made you sad. You refused to have a life like theirs, love may be important, but success matters more.
Traits: Ambitious, Hot-Headed, Materialistic
Aspiration: Fabulously Wealthy
Job: Business
Skills: Charisma, Logic
Rules:
- Have 2 kids before you get married
- Have 1 kid after marriage
- This is your heir
- Gain the Workaholic trait
- Go on vacation any time you start to feel burnt out
- Live in a mansion, and have separate bedrooms for you and your spouse
- Spend a lot of time with the kids you had before you got married
- Have your spouse die before the next generation starts
- Max Skills
- Max Career
- Complete Aspiration
Generation 9: Strength
Inner Strength, Bravery, Compassion
After your favourite parent died, your world fell apart. Your other parent was too busy with your siblings and their job to care about you and left you to mourn alone. You left home broken and fell in with a bad crowd, doing anything you could to numb the pain. After one particularly bad experience, you realize you need to make a change. You’re stronger than your past.
BASEMENTAL DRUGS MOD RECOMMENDED
Traits: Adventurous, Self-Assured, Gloomy
Aspiration: Start with whatever you want, switch Aspiration to Extreme Sports Enthusiast after your “incident”
Job: Athlete (Bodybuilder branch)
Skills: Fitness, Rock climbing, Mischief
Rules:
- Start doing drugs as a teenager
- Leave home the day before you become a young adult (take some money from your parent)
- Spend a lot of time partying and being sad
- Work odd jobs
- Have a near death experience that makes you reevaluate your life
- Move to Mt Komorebi and start a new career
- Meet your partner while climbing
- Have 1 child
- Max Skills
- Max Career
- Complete Aspiration
Generation 10: The Hermit
Tranquility, Contemplation, Solitude
Your parents didn’t want to hide their past from you, and made sure you knew about everything they went through. Their trauma worried you, as did their obsession with dangerous sports. You were tense your whole childhood, constantly worried that something was going to happen to them, or to you. Eventually, the thought of going into town or speaking to people started to stress you out. At least it didn’t get in the way of your love life…
Traits: Paranoid, Loner, Squeamish
Aspiration: Any Nature Aspiration
Job: Freelance
Skills: 2 Creative skills of your choice
Rules:
- Have no friends as a child
- Meet someone as a teenager who seems to get you
- Spend a lot of time with them as a teen, and start dating towards the end of your teen years
- Have a baby with them super early in your Young adult life
- Partner dies not long after the child is born
- Move houses and stay on your lot for the rest of your life
- Spend time in the wilderness
- Identify 10 plants
- Max Skills
- Complete Aspiration
Generation 11: The Wheel of Fortune
Change, Fate, Fortune
Your life was incredibly boring growing up, and you constantly yearned for things to change. You decide to run away from home as a teen and move somewhere exciting, like the city. The problem is, no matter how hard you work, everything just keeps on changing, and everyone seems to have it better than you. Even when things are good, the wheel keeps spinning.
Traits: Clumsy, Childish, Jealous
Aspiration: Any
Job: Any
Skills: Any
Rules:
- Say yes to everything
- Move to the city as a teen
- Just like your ancestor, you can’t seem to find a job that suits you
- Have multiple lovers but never ask them to be your partner (if they ask you then you have to say yes)
- Have multiple kids, and spend a lot of time with all of them
- Never marry
- Max 2 different skills
Generation 12: Justice
Consequence, Karma, Integrity
You had a hard time understanding why your parent lived their life the way they did. You always felt loved, but something was always off, like the scales were off balance. You were a somber child, and grew to be a somber adult. Things were meant to be a certain way, everything had a cause and effect, and you couldn’t understand why everyone didn’t see it that way. Knowing everyone’s business is the only way to ensure they’re doing the right thing.
Traits: High Maintenance, Perfectionist, Nosy
Aspiration: Seeker of Secrets
Job: Lawyer
Skills: None in particular
Rules:
- Have a lot of friends and acquaintances but don’t get close to anyone
- Marry someone who has no secrets
- Argue with you partner about kids for your whole young adult life
- Have a kid late in life
- Only have your kid after you max your career
- Max career
- Complete aspiration
Generation 13: The Hanged Man
Sacrifice, Uncertainty, Martyrdom
Growing up, you were never really sure what to believe. Your parent viewed the world as right and wrong, but you were always, unsure. You were always the middleman, trying to take both sides of an argument and appease everyone. You had the hardest time making decisions, because what if you were making the wrong ones?
This is a very free generation, many decisions are up to you :)
Traits: Gloomy, Lazy, Your pick
Aspiration: Any
Job: Any
Skills: Any
Rules:
- Stay at your parents house until late young adult
- Procrastinate getting a job until you’re an adult
- You’re not actually lazy but have a hard time getting yourself to clean, what if it’s not the right place for it?
- Marry a neat sim
- Try not to make any decisions, have your partner make them for you.
- Get to level 9 of 3 skills, never complete them
- Have 3 kids (one wasn’t enough so you had another but that seemed like an odd number so you had another, and now it’s too much)
Generation 14: Death
Transformation, Endings, Change
You had a weird childhood. Your parent could never make a decision, and was the worst at helping with your schoolwork. You spent a lot of time in your room, reading and studying, eventually learning about your complex family history. You decide it’s time for a change, time to reset the trauma in your bloodline.
Traits: Macabre, Good, Bookworm
Aspiration: Ghost Historian
Job: Reaper
Skills: Research and Debate, Logic, Thanatology
Rules:
- Read books to up your fun, no tv or computer
- Become homies (or more) with Grim
- Adopt all your kids, don’t have any naturally, you’re resetting the bloodline
- Have a high relationship with all your kids
- Have movie nights with your family once a week (only time you can use tv)
- Max Career
- Max Skills
- Complete Aspiration
Generation 15: Temperance
Middle Path, Patience, Finding Meaning
Your parent raised you in a supportive and loving household. They always told you to forge your own path, and live your life how you want to live it. The world was always at your fingertips but you never wanted to rush ahead. What’s meant to come, will come.
Traits: Practice Makes Perfect, Loyal, Cheerful
Aspiration: Inner Peace
Job: Civil Designer
Skills: Wellness, Logic, Fabrication
Rules:
- Try not to get angry very often
- Meditate every night before bed
- Do yoga every morning
- Marry someone who cares about the environment or inner peace
- You pick how many kids you have
- Max Career
- Max Skills
- Complete Aspiration
Generation 16: The Devil
Addiction, Materialism, Mischief
Despite your parents belief that everything happens for a reason, you always felt like you needed to do something to make it happen. Why wait for pleasure when you could seek it out yourself? Who needs stability if it’s boring. What is life without possessions?
Traits: Materialistic, Non-committal, Party Animal
Aspiration: Mansion Baron
Job: Actor
Skills: Acting, Mischief
IF YOU CAN, USE BASEMENTAL DRUGS MOD
Rules:
- Move to Del Sol Valley as a young adult
- Make money any way you can
- Cheat your way to the top of the acting career (your sim, not you)
- You can get married or choose not to but sleep around either way
- Party at least twice a week
- Get addicted to drugs
- Max skills
- Max Career
- Complete Aspiration
Generation 17: The Tower
Chaos, Sudden Change, Disaster
You grew up in the lap of luxury, constantly being given everything you wanted. Until it was all taken away. Without all the money in the world, you’re at a loss, how are you supposed to take care of yourself now that you have nothing?
Traits: Snob, Lazy, Self-Absorbed
Aspiration: Any
Job: Every part time job
Skills: None.
Rules:
- Live with your parents
- Halfway through your life have everything taken from you, and your parent sent to prison (or dead) for their crimes
- Move into a small needs TLC apartment
- Never have a real career, work part time jobs and sell things
- Have triplets (you can cheat this)
- Get engaged but have your fiancé leave you
- Have a low relationship with your kids
Generation 18: The Star, The Moon, and The Sun
Hope, Intuition, Joy
THAT'S RIGHT! THREE SIM GENERATION BBG
As kids, all you ever had was each other. Your parent never tried to do anything, and left the three of you to fend for yourselves. But that didn’t stop you from growing and learning. The three of you inspired each other to create and grow, each one reminding the others that they would get out of this. Star, as the oldest (by a few minutes) you always felt like you needed to be a big personality, and your gift for music helped you realize, that you were meant to be a star. Sun, you loved colours as a child, always wearing the brightest clothes, though they somehow always ended up dirty, maybe after dragging your siblings outside. Moon, even though you’re the quietest of the three, you have a deep desire to be heard, and everyone should be listening, because you have deeper thoughts than anyone you’ve ever met.
Star
Traits: Creative, Music Lover, Outgoing
Aspiration: Musical Genius
Job: Entertainer or Self Employed
Skills: Your choice of 2 Music Skills.
Moon
Traits: Creative, Bookworm, Gloomy
Aspiration: Bestselling Author
Job: Writer or Self-Employed
Skills: Writing, Logic
Sun
Traits: Creative, Cheerful, Art Lover
Aspiration: Painter Extraordinaire
Job: Painter or Self-Employed
Skills: Painting, Gardening
Rules:
- Move out of your parents apartment and into a house
- All three of siblings must live together in the same household
- You can choose who gets married and who has kids and who furthers the legacy
- Have partners and spouses move in
- There should be a separate room for each of the triplets to do their creative activity
- Everyone (that means the triplets) must:
- Complete Aspiration
- Max Skills
- Max Career
Generation 19: Judgment
Awakening, Reckoning, Renewal
You grew up in a huge family, filled with love and laughter and music. But it always bothered you that your parents, and their siblings, didn’t care about their past, or about all the bad things that happened to them. If they weren’t going to try and figure out what had happened to their family, you were.
Traits: Skeptical, Loyal, Geek
Aspiration: Nerd Brain
Job: Detective
Skills: Video Gaming, Logic, Fitness
Rules:
- Meet your future partner as a child, become their best friend
- After becoming a young adult, move away and become roommates with your best friend
- Focus on your career
- Spend late nights at the library looking for info about your past
- Go visit your family every week
- Walk in on your best friend woohooing and realize you have feeling for them
- Marry your best friend
- Have kids
- Complete Aspiration
- Max Career
- Max Skills
Generation 20: The World
Fulfillment, Harmony, Sense of Belonging
Your parent always seemed like a brooding sort of character, obsessed with the past, but you felt like the future was where they should have been looking. The world around you was more important than the mistakes of your past. You refuse to live in a world that’s falling apart around you, even if that means getting down and dirty to protect it.
Traits: Green Fiend, Recycle Disciple, Loves the Outdoors
Aspiration: Freelance Botanist or Eco Innovator
Job: Civil Designer or Conservationist
Skills: Fabrication, Photography
Rules:
- Live in a house that’s almost fully windows
- You can become a plant sim if you want :)
- Marry someone just as devoted to helping the planet as you
- Have some kids if you want
- Complete Aspiration
- Max Career
- Max skills
YOU DID IT!!!!! THE END
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desmonddemesne · 9 months ago
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Gravity Falls Tarot - Part 2 of 3
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Assignment of every Major Arcana to someone/something in the Gravity Falls Universe! Broken into parts for coherence.
In this section we cover the next seven cards from Strength to Temperance.
Part 1 | Part 3
8.) Strength - Wendy Corduroy
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Keywords: Resilience, grace, courage, calm, and stability
Strength is a maiden composed in the face of great danger. When the beast snaps its jaws she reacts poised and swift. Wendy is, quite literally, the coolest character in the show. Her association with the Ice Bag on the Cipher represents her capacity to remain cool under pressure.
As the child of a lumberjack she has skills in wilderness survival, quick reflexes, and surprising strength. As the daughter of the person we previously assigned The Emperor to we recognize how being "a flippin' Corduroy!" has primed Wendy to confront lifes challenges.
Wendy has also drawn the attention of many suitors, gaining a mature understanding of boundaries and the importance of love in all its forms; romantic, platonic, or familial.
9.) The Hermit - Stanford Pines
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Keywords: Withdrawal, solitude, introspection, wisdom, and recluse
The Hermit walks the darkness alone, guided by a lantern. Ford was bullied from a young age, ostracized by the majority of his peers for his physical deformity and poor social skills. However, guided by his intense curiosity and the solidarity of his brother he charted a way through the world.
After arriving in Gravity Falls Ford sequestered himself in a cabin in the woods, working on his research in solitude. In his own words he pitied many of the townsfolk for their simplicity - feeling superior but nevertheless lonely. After being tricked by Bill, Ford fell deeper into madness due to his isolation and inability to trust others.
By the conclusion of the story Ford has reconciled with his brother and begun the process of moving on from the trauma which kept him moving forward for thirty years. The Hermit searches to understand themselves and Ford has found what he needs to live happy.
10.) The Wheel of Fortune - Stanley Pines
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Keywords: Change, chance, fate, fortune, and cycles
The Wheel of Fortune turns in a constant state where the only guarantee is change, for better or worse. Stan's life can be broken into a roller coaster of intense joy and strife; childhood alongside his brother was amazing but waned into his teenage years, as a young adult his scams kept him afloat but slowly caught up to him, after pushing Ford into the Portal he spent thirty years working to get him home - only to not be thanked.
And yet, it was Stan's thinking that ultimately did in Bill Cipher, a demon who'd alluded the machinations of people far more noteworthy than him. He didn't back down, he took a gamble and won.
Stan's life has been rough since the age of 17, but he's survived well into his 60's by calculating risks and seeing through deceptions. He doesn't always win out, but the dedication he has towards his family is resolute and he rides out the wins he earns.
11.) Justice - Pacifica Northwest
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Keywords: Karma, consequence, law, honesty, and accountability
To many Justice is blind and impartial, but laws change and norms shift. Pacifica Northwest is the to be inheritor of not just her family's wealth, but their legacy as lying cheats. At the beginning of the show she is Mabel's antithesis; popular, trendy, and wealthy. However, we come to see that Pacifica was not born bad but reared to be 'another link in the worlds worst chain'.
When ghostly retribution threatens her family for their trangressions Pacifica states the following; 'our family name is broken, and I'm gonna fix it!' Pacifica cuts through her fathers manipulations, rights the wrongs of those who came before her, and opens the path for proper healing going forward.
One grand act does not forgiveness grant, but Pacifica's story shows that even under immense pressure we must strive to do right by ourselves and those around us.
12.) The Hanged Man - Thompson
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Keywords: Sacrifice, indecision, uncertainty, stillness, and inversion
The Hanged Man is a figure in seeming distress, yet equally in control. Thompson is his friend groups punching bag, a monkey made to dance. However, when his friends splinter Thompson admits that letting himself be picked on contributes to group cohesion and that he's allowed this for 'years'.
Thompson is potentially the oldest member of his friend group as he's their set of wheels. At work he's shown to be more than capable asserting himself as theatre manager. And yet, it is only through Thompsons willingness to be the groups jester that his friends' unity can be restored.
His social role is confusing, but plays great importance.
13.) Death - Bodacious T
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Keywords: Transformation, release, endings, transition, and relief
Death rides on a pale horse and comes for us all. However, Death is not the end but a metamorphosis; being one thing and becoming another. Bodacious T is an unfortunate character because their creepy tendencies are coupled with, in my opinion, an accidental GNC narrative.
Bodacious T spends most of their time in the show ridiculed, but when Weirdmaggedon arrives and indiscriminately alters reality Bodacious T doesn't just survive but comes out the other side a truer version of themself.
"It's called Death Ball" and maybe you'll be happier confronting whatevers on the horizon with a bat and fishnets.
14.) Temperance - Fiddleford McGucket
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Keywords: Moderation, serenity, tranquility, care, and balance
Temperance is an angel whose hands are inspired with divine regulation. Although Fiddleford has a gentle soul, at the beginning of the story we find him feral and nonsensical.
Fiddleford joined Stanford in his experiements on the Portal, leaving behind the quaint life of a husband and father. Although he returned home on special occasions the splitting of his focus caused strain to his marriage. When faced with the reality of his creation Fiddleford felt incapable of reckoning with what he'd done and chose to forget.
Months of forgetting have permanently changed Fiddleford. He steeped himself in ignorance and ran from his problems, afraid to face horrors be they supernatural or mundane. By the end of the story he confronts the memories he'd once willingly gave up, mending both his mind and his relationship to his son.
Temper thy hand, compromise, and don't allow the extremes to consume you.
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fan-girls-r-us · 6 months ago
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Y’all, it’s that time again…
… Time to discuss the latest chapter of Spy x Family!
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Obviously, there will be spoilers.
So a lot happened this chapter, but what I’m intent on unpacking is Anya’s botched fortune-telling session.
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So while I’m not that proficient in tarot card reading, my sister and SO are far more knowledgeable. So I asked them.
Forgive me if I make any mistakes, I’m still learning this and am by no means an authority.
Breaking it down very broadly:
There are two kinds of tarot cards, ones of the major arcana, and ones of the minor arcana. Minor arcana represent every day life events/experiences; so for example, minor arcana could tell a person who’s being read about things such as how interpersonal relationships (romantic and non-romantic) may turn out. Each suit and number in the minor arcana mean something specific; each suit, for example, represents the four elements. Wands are fire, cups are water, swords are air, and pentacles are earth. The numbers basically represent how you’re looking at the subject of the card. Major arcana represent complex subjects, meant to divine major life events— cruxes in one’s destiny.
Further, the orientation of the cards matter a lot. If the cards face the tarot reader, then the card is read as is— that is to say, the card’s meaning is unchanged. However, if the card is facing the individual being read, then the card’s meaning is reversed. The Fool no longer means opportunity/potential, but now represents lost opportunities or squandered potential, for example.
On the table above, Anya has two major arcana cards and five minor arcana cards. Three of the cards are upside down. Her cards are:
Three of Wands (the card covered by Melinda’s hand): Minor arcana. Upside down. Typically represents momentum/confidence/growth/expansion. Wands also represent fire/passion. The number three also means that you are looking to something or anticipating something optimistically. However, as the card is upside down, it is read as the opposite of what it means; so where Anya may have had momentum, this means she’ll stall and likely lose momentum/confidence.
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Three of Swords: Minor arcana. Typically represents a sorrowful experience/tragedy/loss. It could be a lost relationship, it could be the death of a loved one. It could just be something sad. Swords represent air/intellect, mental processes, struggles challenges, etc.
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Four of Cups: Minor arcana. Typically represents the need to re-evaluate your current perspective and state of mind. Cups represent water/emotions or emotional state. The number four represents things becoming less abstract and more productive/stable/purposeful; the number four basically means order. THIS IS THE CARD MELINDA CHOSE TO REPRESENT ANYA’S PRESENT.
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The Star: Major arcana. Upside down. Typically represents hope/renewal/healing/optimism. However, as the card is upside down, its meaning is reversed. So it instead represents despair/self-doubt and being stuck. From what I understand, the numbers are of less consequence with the major arcana, and we never see the number on The Star anyway. THIS IS THE CARD MELINDA CHOSE TO REPRESENT ANYA’S FUTURE.
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Death: Major arcana. Typically represents major change, the end of one thing and the beginning of another. Again, I don’t know of what consequence (if any) the numbers have on major arcana, but as we can see here, the number is 13. THIS IS THE ONLY CARD LEFT FOR THE PAST, PRESENT, AND FUTURE, SO PRESUMABLY MELINDA CHOSE THIS TO REPRESENT ANYA’S PAST.
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Ace of Cups: Minor arcana. Upside down. Typically represents joy/inner peace, but also the start of love or a new relationship. The Ace is the trump card and typically represents total success/luck/hard work. As it is upside down, it means that Anya won’t find success in forging a relationship, and that there will be contention/acrimony.
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Ten of Pentacles: Minor arcana. Typically represents wealth/security, family/legacy. The ten represents the conclusion of a cycle/event.
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There are several ways in which these cards can be interpreted.
While Anya asked Melinda to give her a reading in the context of connecting with Damian better, we can also interpret her cards through the lens of theories regarding her experiences/background and that the cards may be indicative of either parallels between the two of them, or means by which Anya can leverage said experiences to get closer to Damian. Furthermore, we have to take into account that, not only are the reading of tarot cards a matter of interpretation, but also not definitive (if you believe in tarot cards/divination).
I have my own personal theories about what some of these cards mean to Anya, (side-eyeing that Three of Swords so. hard.) but only time will tell how relevant they are, and if they even mean anything to the story’s progression.
Happy holidays, all!
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holychopshopgalaxy · 6 days ago
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BS ending is about so many things. It’s about themes and narratives. It’s about symbols and foreshadowing. It’s about art and literature. Its about the 4th wall. It’s about the tension between objective and subjective truth. It’s about hope coexisting with tragedy. It’s about the meaning of internal vs external freedom. It’s about how we choose to see both the best and the worst in the world. It’s about asking ourselves what is a villain. It’s about asking ourselves which qualities define us most. It’s about asking if life is worth continuing despite desolation. It’s about looking in a mirror and questioning whether a pipe is a pipe. It’s about prophecies and the paradoxical marriage of freewill and fate. It’s about fear of uncertainty and the unknown. It’s about resistance to the natural evolution of life. It’s about the major arcana 13 death card. It’s about the challenge to accept inevitable cycles of peace and conflict. It’s about the supernatural tv show gif of gay love piercing through the veil of death and saving the day. It’s about the ending to the green knight (2021). It’s about meditations by marcus aurelius. Its about the jungian self. It’s about finding unity in duality. It’s about dramatic irony. It’s about denialism as satire. It’s about the illusion of permanency. It’s about the hilarity of holding onto legacy. It’s about the stories we tell ourselves when we lose sight of the fundamental nature of existence. It’s also about the cosmic joke.
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daethvalley-sims · 6 months ago
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With all the money she's earned (begged from Supriya and other sims she happened to encounter), April's made her first investment: a simple wooden lute.
At skill level 1 she's a terrible musician, but Onyx doesn't seem to mind.
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fallin4fiction · 6 days ago
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Arcana Legacy Challenge: A Head-start on Gen 12
The next day, Jackie shared the news with Arjun and he was ecstatic.
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Since they had a little momentum the way, Jackie also asked him to move in and they started dating.
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New makeover, new man.
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Meanwhile, Mateo was being petty and wasted Rafael if he could date his baby mama? Um, no sir.
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Arjun got a job in the criminal career to support his little one and he also asked Rafael for his blessing to marry Jackie, which he granted.
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open-hearth-rpg · 2 years ago
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Since I manage the community feed occasionally I boost some of my own work.
Age of Ravens: Volume II: Running
I've now released the first two volumes collecting work from AoR from last 14 years. This second one brings a host of tables, resources, generators, game guides, and more . This clocks in at 261 pages with 29 pieces.
You can pick this up on itch or DrivethruRPG
So what do we have in this book? The first part has lists of all kinds:
Oceans Rise, Empires Fall: 100 random kingdom events 72 Sci-Fi Heists: challenges for hi-tech intrusions Fight Scene Elements: 100 random places & items for conflicts 150 Details for Swashbuckling Scenes: inspirational details for gambles, stunts, and color There and Maybe Not Back Again: 100 random events for journeys The Fall of Summer: 36 threats for urban fantasy communities 36 Mood Elements for the Wastes: new exploration details for post-apocalyptic rpgs Wasteland Plots: story seeds for post-apocalyptic character archetypes 36 Mood Elements for an Alien Planet: exploration details for a space colony world Space Colony Events: random events for any space colony game The Many Names of Gamemasters: 202 alternate titles for game facilitators
The second part offers a host of different approaches for play
Tools for World Building: Techniques for names, shared maps & campaign maps Arcana Innominata: a story game of fantasy tarot creation On Icons: ideas for using icons and icon relations outside 13th Age Iconic Examples: a new pantheon of icons from a homebrew world Party Down: galas, celebrations, and events in rpgs More Than Coin: FitD rewards for expeditions, jobs & beyond In the Halls of the Monkey King: racing Forged in the Dark clocks Community Playbooks: using playbooks to create collaborative neighborhoods
The third part is about unpacking different rpgs
On Fate: a new player’s system guide to the Fate rpg Gumshoe Guide: A new player’s guide to the Gumshoe system Understanding 2d20: a new player’s guide to Modiphius’ 2d20 system Legacy: Life Among the Ruins: a new player’s system guide to the Legacy rpg Unpacking Voidheart Symphony: a guide to running & playing Voidheart Symphony Lessons from Duskvol: Learning Blades in the Dark Running Kuro: playing j-horror with a cyberpunk edge Strixhaven for Storygamers: exploring this D&D 5e sourcebook & setting Loops and Floods: Resources for Tales from the Loop & Things from the Flood Race and the Modern FRPG: a look at Against the Darkmaster & Worlds Without Number
If that kind of stuff sounds cool to you, I hope you'll check it out.
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clover-yumi · 7 months ago
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Arcana Legacy Challenge : Génération 0
J'ai décidé de me lancer enfin dans ce super challenge ! Les règles en anglais juste ici :
Pour cette génération de base, nous avons donc "The Fool", donc le fou ! Un.e petit.e jeune sans expérience, insouciant.e, qui vit la vie au jour le jour et accueille ce que le destin lui envoie !
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Voici Jun Hironaka ! C'est notre protagoniste, lae fondateur.rice de notre Legacy ! Comme indiqué dans les règles, iel est kleptoman.e, pitre et fan de chiens ! En parlant de chiens, voici son compagnon de route... Ou plutôt dans ce cas de figure, sa compagne !
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Je vous présente Kokoro (je vous passe l'explication de son nom...), une belle petite chienne qui a l'air pas commode, mais c'est un véritable amour qui suit son maître partout !
Les voilà installés à Moonwood Mill, en quête d'un nid douillet, qui, peut-être, finira par accueillir une famille...
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thequeendomhq · 1 year ago
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NAME. Casimir Decebal Noctis AGE & BIRTH DATE. 237 & Born in the Winter of 2787 GENDER & PRONOUNS. Male & He/Him NATIONALITY. Lysaran SPECIES. Dhampir FACTION. Thieves Guild OCCUPATION. Vampire Heir FACE CLAIM. Danny Ramirez
biography
( tw: blood, death, cult stuff)
Not the first heir to darkness and certainly not the last, Casimir was born within the crystalline darkness, sequestered within the damned city of Avernalis Civitas. A mind which grappled with uninhibited wanton, something that always reached to pluck fruits of knowledge from each stem of advancement, to stain each fingertip cherry red. Faithful zealots in flowing robes surrounded his adolescence, the priming process for what was to be his legacy, his future. Elemental arcana and volatile aetherite were amongst the wonders which surrounded him, technologies which long preceded humanity and were long obscured from it. For Casimir and his siblings, this was a birthright, something quotidian as life stretched on, but it’d been a challenge to tinker with and understand as their Mother, the Queen, revealed and demonstrated these advancements to them. 
Sigils of the Old God Lusacan, stitched in gold hues, littered under a motley of stars, painted the draconic deity in a hue of ethereal brilliance but Veilcrest had always been blanketed in darkness, stark blackness this void of color that siphoned everything unto it. Queen Lavinia spoke of ash riddled skies, consecrated fealties, and of lands freely charted, uninhibited by a sun that had been blotted out by the Cataclysm’s innate destruction. A romanticized picture, something that spoke of power to wield, of a humanity to lord over, and of never-ending darkness to garner. 
Where these conspirations for glory days fell on deaf ears, Casimir found his attention redirecting to the machinery and medicines the Queen and her fellow generals had locked away from the world. Advancements that predated he and his siblings, technology that threaded back to the Age of Enlightenment, to before even Lusacan was raised from the abyss. Queen Lavinia’s machinations prompted her to preen soldiers and warriors, those who would cut down any in opposition of Lusacan and their co-conspirators. A dhampir was condemned for an unusual childhood, but under the flock of vampire royalty, under the black sacrament of undeath, it proved utterly bizarre. 
Raised under the horde of his siblings, raised from his own abilities, Queen Lavinia was often infrequent around the obsidian halls of the castle. Locked away, the high priestess of Lusacan often toiled away for endless hours, her vigilance eternal as she sought to free Lusacan from the prison he was concealed into. More than a warmongering general, Queen Lavinia’s devotion bordered on acute obsession; the Dark Ages had fallen away long ago but still she persisted and those she brought unto the world were only seen as gadgets to unfurl the design of bringing former glories to present greatness. Impressionable in his youth, and a savant for the literature that scattered the vast library within the castle, Casimir had countless hours to learn and drink in what legacy was painted for him. Indoctrinated into the Church of Night, like all within the fog laden sanctum of Veilcrest, Casimir was bestowed with the hefty ideal of the blight and what it meant for his damning future. 
His birth, like all dhampirs, was symbolized with blood-streaked tears, and his life would continue to reinstate this sanguinary rite perpetually as he grew into maturity. Tinkering with the scientific innovations which surrounded him, immersing himself in the rituals of the Church of Night, Casimir persisted for he did not know of anything else. Veilcrest was his homestead, the dense fog and sullen clouds overhead had been the entirety of his livelihood. The dhampir could have spent countless ages scanning the empirical novels, toying with the machinery of ages long past, but Lavinia’s purpose grew famished and a war resided on the brink. Spoils abound surrounded him, both in depraved decadence and in unyielding advancements that Casimir was privy to. The young dhampir cared little for the plight of their kind, to maim and kill for the perpetual blanket of darkness that his mother and Queen felt was best to serve them. 
Warriors and soldiers were venerated in their dominion, Vlad and Valerius, the other generals scattered amongst them each looked for, or sought to raise, those with such sanguinary drive. His Uncle was just as disconnected as his mother, those who sought to teach and advance; two who had little time to nurture and provide. Vlad had fallen away from the cynosure of Veilcrest’s limelight long before Casimir had reached true maturity, an enigma much like his mother, the warlord sequestered himself away; unpredictable and volatile. The Blight fed these inhibitions, dripping darkness and conspiring notions that imbued all within the Deadlands. A veneer of displacement resided over his mother, over Valerius and Vlad, over the others who lorded over the draconic deity that was long misplaced within this present age. 
Many filtered through Veilcrest’s dominion, those directly reared from Vlad and his many brides, those plucked from society under Valerius’ careful eye; aspiring generals, those with a taste for blood that could only be satiated under the attentive eye of vampiric warlords. Casimir’s disinterest was palpable, strength was an innate abundance to the dhampir and he cared little to march onward in support of the Blight; royalty did not grovel and kneel in the dirt, they did not dirty their hands with the trivial plight of blind grandeur. The Dark Ages was far away and no romanticized retelling from the Queen and her generals could pique Casimir’s interest. Valerius was conspiring to rise over Lysara again and the Queen had called her children together in preparation of what was to come, to enlist them into the undead army her brother was to raise. 
Casamir’s lip curled at the thought; where the Queen and her warlords thought greatness was yet to be achieved, her son had looked around at the spoils locked away within her home and saw greatness abound. Technologies to aid the world, machinery to enlist a purpose that did not destroy; Casimir had sat on an ornery throne, content in spoils and luxuries, blinded by a birthright that was just as easily stolen away. He may have been the son of Lavinia, but as he refused to kneel for Lusacan’s purpose he was just as easily cast away. Cruelty was snarled out from his mother, contemptuous gazes were spared from his siblings, all primed for war, and all Queen Lavinia could do was sing in condemnation as bloodied tears spilled from her eyes: 
“The Old Gods will call to you,
From their ancient prisons they will sing.
On rapturous wings does deceit take flight,
The first of My children, lost to Light.”
Cast out, on a twisted rendition of one of the Vanguard’s entreaties, garnered with abundant disappointment; it spoke a silent promise that Casimir was no longer welcomed into the vestige of darkness that was Veilcrest. All the advancements that enraptured him, all the spoils that held him in such decadent levity, he was to leave it behind as he spat at the inheritance of war. A pampered child spurned by exile, Casimir marched one way and the army under Valerius’ command, approved by Queen Lavinia, marched another. Casimir had ventured from Avernalius Civitas before, prompted by appointments from his mother, on hunts for the location of Lusacan’s chambers, but this was the first time he’d felt the broiling scald of the sun on his shoulders. For those who would not choose to kneel under the draconic glory of Lusacan’s deliverance, dozens more were primed for Casimir’s place. 
He learned swiftly that even though he did not walk the path of Night, with the Church, that he was to be scorned even by those he, for lack of better options, chose to be a part of. Tossed blindly into a world that condemned his kind, Casimir was forced to toe the shadows, be an apparition rather than a person carved into purpose. Any reared under the dark obscurity of Veilcrest held an innate disdain for human life but Casimir was ever curious; a glutton not only for the blood that would satiate him but for the information that was in vast abundance in the world outside his mother’s dominion. The peak of Westreach greeted him as he stepped from the icy clutches of the Deadlands to a far more hospitable region. 
The bustling port town of Marinus Bay shrouded him, a creature innately illusive to the shadows faded into the oblivion of the bustling streets. Traders and market owners comprised the stretch of the town and Casimir watched intently as life strolled on; exchanges and deals happened before his very eyes, secrets filtered past his ears, it was the world at his very fingertips and the dhampir was unsure of how to immerse himself within. Everything he’d ever known was in ghastly opposition to Lysara’s beacon of trade and enlightenment; he’d mastered the art of shadows and levitation, wielded darkness in his wake, but faltered at the blinding brilliance of a world he’d yet to truly overturn. A spoiled brat reduced to an exiled prince, his only advantage was the inherent predacious lineage that allowed him the strength and stamina to simply endure. 
Westreach was a stepping stone, he’d watched as dwellers slipped from its reach, as traders set up shop and merchants levied their ware. Westreach was a mere drop in the bucket, something which seemed everflowing as the world, in its blinding revelation was seen in a newly fastened vision. Dexterous and agile, Casimir made his way through the smaller settlements that dotted the plains, there were vineyards to emulate former luxuries, and spoils of the population dotted amongst the fertile plains. Under the dark tether of his former life, shapeshifting was a second nature and it proved to allow him unto many places others could not chart; where lands and borders were secured with militant visions, Casimir could slip by as a rat stowed away in a bale of hay or a raven soaring high above the land. 
He’d found himself seeking for the depths of familiarity and though Iskaldrik could not emulate the cavernous bleakness of Veilcrest, the chill resonated with the waste of the Deadlands and Casimir found himself curious as to what he could discover within the tumultuous Kingdom. Seemingly unbreakable stone jutted from the icy domain and the city of Yggdrasildal was the hub of wealth and entertainment. Through the grapevine it was noted of Valerius’ imprisonment, his scattered forces and a war that had since failed and passed but Casimir still did not hear the call of his mother; even in tactical loss she remained silent towards her son who did not choose to die for Lusacan’s teachings. He’d learned to get by; peddle pilfered goods and recycle royalties that lent himself a fare wager. Casimir learned an auspicious code, something branded from his own wiles and smarts; he learned that even in the jewel of Yggdrasildal that there were better profits elsewhere. Iskaran lands only emulated a chilled remembrance of a place he’d not ever return to and though he was given a chance to be a part of greater Fates, Casimir remained only to pay his respects to a new god. Tossing his coin into the pool that rested at Loki’s feet, sequestered by the cisterns of Iskaldrik, Casimir entered a newly chartered chapter in his life; he was a part of something that wasn’t about patrons of darkness and demise.
Cunning and strategy lent to his new endeavor, where once he loosely traveled with the one who’d seen his thieving purpose, Casimir soon found comfort in the solitude again. Spoils and riches were best shared in fleeting moments, and much to his elusive birthright, he remained an apparition of the shadows; a perfect emulation of the Thieves Guild. 
personality
+ articulate, captivating, purposeful – idealistic, resentful, headstrong
played by gia. cst. she/her.
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