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Old 18th Jan 2019, 8:23 PM DefaultUnderground Bunker 2.0, Part 1 - The Virus #1
kindredmaje
Original Poster

Test Subject

Join Date: Jun 2015
Posts: 24


Underground Bunker 2.0
Part 1
The Virus


Story: While wiping away the few crumbs left from breakfast, you drop the rag in your hand on the floor and bend down to reach for it. The moments leading up to it, the end, were strange because it was like any other day. You even bumped your head on the table on your way back up. The time was around 8:45a, you remember because the last two commercials for your favorite soap opera Of Tea & Treachery were only moments away and you just had to know if Marcy and Will were finally going to kiss. When you finished the table and started in on the dishes, you heard the TV go silent. Where you were standing, it was out of view, so you poked your head around the corner to take a look, thinking it was just another commercial. That was until the loud, long beeping of the Emergency Broadcast System sounded, causing you to release the plate you held and crinkle your brow before inching closer to the TV.

"We interrupt your regularly scheduled programming to bring you this emergency action notification. At approximately 4:32AM yesterday morning, a Sim was discovered to have an infectious virus in the town of Granite Falls. All Sims who've come in contact with him have since become ill and died. It is known that this virus, SR-256, has spread to the neighboring town of Windenburg and several cases of similar symptoms have been reported. It is ordered by all government officials to stock up on at least 2 weeks of non-perishables and water. Stay indoors. Do not go outside. Do not touch anyone. Do not get sick."

Afterward, another few beeps rang in your ears and then the show flipped back on during the kissing scene between Marcy and Will. You seemed to be a little unphased by that, though. The few words that keep rushing through your mind as Marcy talked about the cruise she planned to go on were- "Infectious virus", "SR-256", "died". What in all that is good-?! You just sent your children to school and said your goodbyes to your spouse who headed off to work. A plethora of unnerving thoughts race through your head but that doesn't stop you from swiping up your keys and speeding to your children. You call your partner on the way, hoping they've heard about the situation and are already on their way out. When you reached the school, it's strangely quiet. You expected teachers, students, and staff to be fumbling over each other to get out, but you realize that no one is watching TV or even listening to a radio so no one will know the danger they're in. You attempt to call your spouse for the third time, but still no answer. Where in the world were they?!

You decide to focus on your children, but only to get them to safety, not to start a panic. You walk in and request to pick them up as calmly as you could. You heave a huge sigh of relief when you see your two young kids walking up to you and being led by none other than your spouse. Apparently, they'd been given the day off and decided to chaperone the kids' class today, but cell phones weren't allowed. You walk up to them, mumble a few words to your partner and assured them you'd explain on the way home, and hurriedly walked everyone out of the building. In the car, you speak of the message you saw to your partner and tell them you all have to get somewhere safe, to protect the children, and themselves.

When you all finally reach the house, your spouse gets out a map of the area and points out a desolate section. You both agree to head there the moment the opportunity comes. You and they spend the day gathering supplies and, under the cover of night, take the children and head to a small shack on the edge of town. It had running water, electricity, and a small area able to be made into a garden. This is your new home. This is your new normal. Can you survive it?


Setup:
  • move to the smallest lot in any town except Windenburg.
  • build a pod-like bunker underground using only the money you are left with when you purchase your lot and, if funds permit, a small greenhouse above ground. In this bunker, the furniture and appliances must be the lowest possible quality because as the challenge goes on you will be able to upgrade. also, you must be able to house at least 6 Sims at any given time. set funds to 1,000 Simoleons after building your bunker.
  • when creating Sims, there should be no makeup or fancy jewelry, all that got left behind. layered clothing, boots or tennis shoes, and up-do's are suitable CaS items. you should also start with at least 2 Young Adult Sims who are married, and 2 Child, or younger, Sims.
  • remove all Sims from Windenburg, it will repopulate on its own.
  • below is a list of all Positive Traits, Skills, and Careers. there is also a list of Negative Traits, of which you should strive to avoid when adding Sims to the household.
    • Positive Traits: Active, Genius, Bookworm, Self-Assured, Loves Outdoors, Vegetarian, Good, Loner, Evil, Glutton, Slob, Kleptomaniac, Foodie, Neat, Geek, and Family-Oriented.
    • Negative Traits: Self-Absorbed, Jealous, Mean, Squeamish, Snob, Lazy, Clumsy, Erratic, Romantic, Hot-Headed, and Gloomy.
    • Positive Skills: Cooking, Handiness, Fitness, Wellness, Social, Motor, Logic, Gardening, Baking, Fishing, Herbalism, Programming, Charisma, Mental, and Rocket Science.
    • Positive Careers: Science, Astronaut, Medicine, Business, Tech Guru, Criminal, Secret Agent, Law Enforcement, and Gardening.

Rules:
  • no cheats for needs
  • you are only given partial control of your Sims. 4 days out of the week, you will be able to control your Sims and do whatever you want, level up skills or gather food, whatever you need. the remaining 3 days, you are not allowed to interfere with what your Sims do unless they are on the verge of starvation of emotional distress
  • you cannot edit traits in CaS
  • Sims cannot leave the lot unless collecting food, going to work or school, search and rescue, or being prompted by a stage
  • Sims can only learn certain skills and have certain careers. other unmentioned skills or careers can be useless or even detrimental to the challenge
  • any Sims added to the household must be tested for infection under the infectivity rate of the current stage
  • quarantined Sims must remain in quarantine for 5 days minus one depending on the level of Logic the Sim who saved them (more on that in the Gameplay section) has beyond level 5. for example, if the sick Sim must spend 5 days in quarantine, but the other Sim has a Logic skill of 8, the sick Sim would only spend 2 days in quarantine, because 8-5=3 and 5-3=2, leaving only 2 days. some Sims may even skip quarantine altogether

Gameplay:
  • you will be given both goals and rules to follow in each stage of this challenge. Follow each rule strictly, because failure to do so results in the loss of the challenge and forces a restart.
  • in each stage, unless otherwise stated, your Sims must gather food to sustain the household, search and rescue survivors, and attend work and school. when prompted by the current stage, do all of these tasks, but, after returning from either collecting food or searching for survivors, you must do an infectivity test. this is done by rolling a die 1-6 to determine the chance of infection by SR-256. each rate or chance of infection changes with every stage and is clearly stated in all of them. when your Sims return from these trips, their chance of infection is high and the test must be done immediately upon arrival. if they are not infected they can go on about their lives without a care in the world. but, if they are infected, you must roll again for their chance of survival. the chance of survival is always, ALWAYS, 50-50. if they die, then you must kill them off in some way, whatever you see fit. if they survive, they can only stay if, and only if, there is a Sim in the household with a Logic skill of 5 or higher. if this is so, the ill Sim must be placed in quarantine. if no one has that skill, the ill Sim is forced out of the home and is no longer apart of the household.
  • to gather food, have a Sim go out and collect wild plants and fish for any types of fish they can at their current levels. upon their return, don't forget to test for infection.
  • though Windenburg and Granite Falls are quarantined from the general public at first doesn't mean they will stay like that. remember to read the I.R. or infectivity rate on each stage to know whether to roll more than once.
  • to search for survivors, try to find Sims with at least 1 Positive Trait and no Negative Traits.
  • to quarantine, create a room with a toilet, shower, bed and personal kitchen to aid in self-care while the Sim is in quarantine. skill objects and leisure items are allowed but must NEVER come in contact with healthy Sims.
  • if you want to remove a Sim from your household, you can either kill them or remove them manually via the "Manage Worlds" option.
  • during this challenge your Sims will gradually lose the ability to use water and electronically powered devices and appliances. it's the end of the world folks, the power to water pumps and transformers has been shut off so other means must be found to sustain daily life OR leveling up in certain skills to aid in the repair of these utilities is also an option.
  • stages are set up to coincide with certain generations, as this is a generational challenge, but some generations are coupled to shorten the challenge.
  • in the duration of this challenge, self-sustainability will become the backbone of survival. grow your own food, fish, and bask in the "natural" scent of Sims.

Stages:

Stage 1 - Generation 1-2:
I.R.= 1-5: negative, 6: positive (roll once)
  • you must raise the children inside the bunker, and they cannot leave the lot unless going to school
  • adults cannot leave the lot unless gathering food, searching for survivors, or going to work
  • Sims cannot travel outside the hometown and cannot go to Windenburg or Granite Falls for any reason
  • Sims cannot travel to Windenburg to search for survivors
  • Sims must master at least 2 positive skills and reach level 3 in the positive careers
  • Electronically and water powered devices and appliances function only 18 hours per day for 5 days out of the week as they are gradually wearing away. only Sims with a Handiness skill of level 5 or higher may function these devices and appliances 24 hours a day for 5 days out of the week

Stage 2 - Generation 3:
I.R.= 1-5: negative, 6: positive (roll once)
  • adults cannot leave the lot unless gathering food, searching for survivors, or going to work and can only search for food in their neighborhood
  • Sims cannot travel outside the hometown and cannot go to Windenburg or Granite Falls for any reason
  • Sims cannot travel to Windenburg to search for survivors
  • Sims must master at least 2 positive skills and reach level 4 in the positive careers
  • Electronically and water powered devices and appliances only function 14 hours each day for 4 days out of the week as they are starting to break down. only Sims with a Handiness skill of level 7 or higher may function these devices and appliances for 18 hours a day for 5 days out of the week despite the erosion

Stage 3 - Generation 4-5:
I.R.= 1-4: negative, 5-6: positive (roll once)
  • you must raise the children inside the bunker, and they cannot leave the lot unless going to school
  • adults cannot leave the lot unless gathering food, searching for survivors, or going to work and can only search for food in their neighborhood
  • Sims cannot travel outside the neighborhood for any reason
  • Sims cannot travel search for survivors outside the neighborhood
  • Sims must master at least 3 positive skills and reach level 5 in the positive careers
  • Electronically and water powered devices and appliances only function for 11 hours out of the day for 4 days out of the week. only Sims with level 8 or higher in Handiness and level 3 or higher in Programming can function these devices and appliances for 14 hours a day

Stage 4 - Generation 6:
I.R.= 1-4: negative, 5-6: positive (roll once for hometown travel, twice for Windenburg travel)
  • you must raise the children inside the bunker, and they cannot leave the lot unless going to school
  • adults cannot leave the lot unless going to work. the infection has spread to the outskirts of your hometown which means you cannot search for survivors or gather food and you must start your own garden to sustain your household
  • Sims cannot travel outside the lot unless going to Windenburg
  • Sims cannot search for survivors, they must come to the lot. any visitors can be added to the household
  • Sims must master at least 4 positive skills and reach level 7 in the positive careers
  • Electronically and water powered devices and appliances only function for 8 hours out of the day for 3 days out of the week with the use of a generator. only Sims with a Handiness skill of level 9 or higher and a Programming skill of level 5 or higher can function these appliances and devices for 11 hours a day for 4 days out of the week without the use of a generator
  • Although it is extremely dangerous, travel to Windenburg has become necessary as the final bit of fish have been taken from the ponds and lakes around town. They have the only food supply left, but the water could be contaminated. Sims who travel to Windenburg for fishing must roll twice upon returning. Even if one of the two comes out positive, your Sim is sick and must roll for survival

Stage 5 - Generation 8:
I.R.= 1-3: negative, 4-6: positive (roll once for hometown travel, twice for Windenburg travel, thrice for Granite Falls travel)
  • you must raise the children inside the bunker, and they cannot leave the lot unless going to school
  • adults cannot leave the lot unless going to work. they can no longer search for survivors or food and must start their own garden to sustain their household
  • Sims cannot travel outside the lot unless going to Windenburg
  • Sims cannot search for survivors, they must come to the lot. any visitors can be added to the household
  • Sims must master at least 5 positive skills and reach level 8 in the positive careers
  • Electronically and water powered devices and appliances function only 5 hours a day each day for 3 days out of the week with the use of a generator. only Sims with a Handiness skill of level 10, a Programming skill of level 7 or higher, and a Logic skill of 3 or higher can function these devices and appliances for 8 hours a day
  • Although it is extremely dangerous, travel to Windenburg has become necessary as the final bit of fish have been taken from the ponds and lakes around town. They have the only food supply left, but the water could be contaminated. Sims who travel to Windenburg for fishing must roll twice upon returning. Even if one of the two comes out positive, your Sim is sick and must roll for survival
  • Unfortunately, because the use of electronics has lessened so dramatically over the years, using the computer to order medicine has become a great task. the need for home remedies is now paramount. Herbalism is an essential skill to aid in the health of the household and can only be learned by traveling to Granite Falls, a once thriving campground, now a desolate wasteland. at least one Sim must travel there and learn Herbalism, catch as many bugs as possible, pick as many plants as possible, and return home. however, upon return, this Sim must roll three times for infectivity. if even one roll results in a positive infection, the Sim is already dead and all inventory items are lost

Stage 6 - Generation 9-10:
I.R.= 1-2: negative, 3-6: positive (roll once for hometown travel, twice for Windenburg travel, thrice for Granite Falls travel)
  • you must raise the children inside the bunker, and they cannot leave the lot unless going to school
  • adults cannot leave the lot unless going to work. they can no longer search for survivors or food and must start their own garden to sustain their household
  • Sims cannot travel search for survivors, they must come to the lot. any visitors can be added to the household
  • Sims must master at least 6 positive skills and reach level 10 in the positive careers
  • Electronically and water powered devices and appliances function only 3 hours for 1 day out of the week with the use of a generator. only Sims with a Handiness skill of 10, a Programming skill of level 8 or higher, and a Logic skill of level 7 or higher can function these devices for 5 hours a day for 3 days out of the week.
  • Although it is extremely dangerous, travel to Windenburg has become necessary as the final bit of fish have been taken from the ponds and lakes around town. They have the only food supply left, but the water could be contaminated. Sims who travel to Windenburg for fishing must roll twice upon returning. Even if one of the two comes out positive, your Sim is sick and must roll for survival
  • Unfortunately, because the use of electronics has lessened so dramtically over the years, using the computer to order medicine has become a a great task. the need for home remedies is now paramount. Herbalism is an essential skill to aid in the health of the household and can only be learned by traveling to Granite Falls, a once thriving camp ground, now a desolate wasteland. at least one Sim must travel there and learn Herbalism, catch as many bugs as possible, pick as many plants as possible, and return home. however, upon return, this Sim must roll three times for infectivity. if even one roll results in a positive infection, the Sim is already dead and all inventory items are lost
Last edited by kindredmaje : 15th Jan 2019 at 8:41 PM. Reason: finishing a list item
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