The Sims (Tweaking needed) [Archive] - Wizards Community

Post/Author/DateTimePost
HK-47 II

04-22-07, 11:36 AM
Yes, those sims, from The Sims,... I've been working on this every once awhile in my spare time... they're almost done but something's... off... I don't know whether they're overpowered or underpowered but... what should I add or remove or change to fix them...


Sims
Sims are descended from a group of land dwelling Angler fish-like creatures altered by a Powerful Spellcaster to be, more-or-less, Human

Personality: Sims are, like Humans, highly adaptable, though they're a little idiotic sometimes.

Physical Description: Sims are the same height, weight, and physical description as Humans. Also, they have a jewel-like thing (called a plumbob) floating above their head.

Relations: Being even shorter lived then Humans they have poor relations with most long-lived races.

Alignment: A Sim's Alignment tendency is based on his or her aspiration.

Sim Lands: Sims tend to govern their own cities within Human lands.

Religion: Sims, like Humans do not have a racial diety, there is a cult, however, that worships the spellcaster that created and imprisoned them.

Language: Sims speak Simlish and Common, and occasionally other languages.

Names: Sim names vary as greatly as Human names do.

Adventurers: Sims Adventure to become known in their short lives.

Sim Racial Traits

-4 Int

Plumbob(ex): About 2 ft above the head of all sims floats a Green jewel-like thing called a Plumbob which shows the mood of the Sim. It is Incorporeal, has hardness 5, and any damage to it is dealt to it's Sim. It causes a -2 to social skill checks when the Sims mood contradicts what they are saying (an angry Intimidation attempt when in a cheery mood, for example), and -4 to Disguise checks to impersonate a member of another race.

Reverse Panic: When a Sim becomes aware of nonmagical fire they feel compelled to investigate, if they fail a DC 25 Will save they must go within 30 ft. of the fire and otherwise act panicked, to do anything while in this state they must suceed a DC 15 Will save, If they wish to leave the area they must suceed a DC 35 Will save. Magical Fire does not provoke this response.

Lifetime Want: Every Sim has a Lifetime want, a goal to acheive in his or her lifetime. If he achieves this goal then he gets a +2 on all attack and damage rolls for the rest of his or her life. (You can use the one for your Aspiration, or work with your DM to come up with an appropriate one)

Aspiration: All Sims Must choose one of the following Aspirations

Knowledge
(removes int penalty)
+6 bonus on any two Knowledge skills
Lifetime Want: Reach level 20 in the Wizard Class
Favored Class: Wizard

Pleasure
+2 Wisdom +2 Charisma
+6 bonus on any two Perform skills
Lifetime Want: Reach level 20 in the Sorceror Class
Favored Class: Sorceror

Wealth
+2 Wisdom +2 Charisma
+6 bonus on any two Profession skills
Lifetime Want: Earn 760,000 GP
Favored Class: Rogue

Popularity
+4 Charisma
+4 bonus on Diplomacy checks
Lifetime Want:Reach level 20 in the Bard Class
Favored Class: Bard

Romance
+4 Charisma +2 bonus on Hide and Bluff checks Lifetime Want: 'Woohoo' with 50 or more people Favored Class: Bard

Family
+2 Wisdom +2 Charisma
+2 bonus on Diplomacy and Bluff checks
Lifetime Want: Have 6 Grandchildren Favored Class: Bard
Damior

04-22-07, 12:27 PM
lol, looks good, maybe a bit overpowered on some of the aspirations, particularly the ones with a CHA or Wis bonus, but otherwise good, and funny as all heck
Murmos

04-22-07, 01:09 PM
Nice, humorous race. How would you mechanically represent the Grilled Cheese aspiration, though? :D
metamind

04-22-07, 09:34 PM
Game over. You win.
Alac Luin

04-22-07, 10:52 PM
Religion: Sims, like Humans do not have a racial diety, there is a cult, however, that worships the spellcaster that created and imprisoned them.[/LIST]

The spellcaster's name is can be something like "William of Writeston the Maxius", and have taken the Llama as a holy symbol.

Depending on how far you want to take this, they can have a flaw like...
Hamster Vulnerability (EX): A sim that gets bitten by a hampster must be successful at at a DC 15 Fort save or get sick and die in 1d3 days.

Environment Sensitivity (EX): In areas of of sloppiness or low light, a Sim makes all checks at a -1 penalty until area is cleaned or additional light is brought into the area. This can be counteracted by having a large presence of artwork in the vicinity.

I can go on for days...... :)
Kolbane_Ferretmaster

04-23-07, 02:11 AM
For the Wealth aspiration, add "Partial to expensive plants and sculptures."

Perhaps whenever they buy a plant over 50 gp in value, they gain a +1 morale bonus to attack rolls.
Adrez Nesnsid

07-03-07, 02:45 AM
Cool!