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NO REST FOR THE WEARY

RANDOM EVENTS

Every other day you must roll on the event table between 4AM-6AM.  You may increase this to daily for added challenge. 

Note that you will often be asked to "randomly select" a survivor to be affected by something.  In those situations, I just assign each a number based on the order of their portraits at the bottom of the screen and then make a roll from 1 to however many survivors I have.  You may never just "pick" someone.  If you don't want to random, you'll have to always choose your most valuable survivor.

Random 1 – 100 

(1 – 2):  One of your sims has become gravely ill.  Randomly select one of your survivors to be affected.  If you have a biologist, the sim is bedridden for two days (cannot perform any tasks beyond basic needs).  If you do not have a biologist, the sim passes away (remove them from the lot, you may take items in their inventory). 

(3 - 5):  One of your survivors fell in the yard and hit their head on a rock and now has total amnesia.  Re-roll their role and designate traits using the rules in the SETUP section and ROLES table.

(6-10):  You had a bit of luck today while looking for food.  Use the bb.showhiddenobjects cheat and type in the desired food in the search box (I.e. tomato, bell pepper, onion, lettuce, etc.  If you already have everything, harvest double what you normally would from one plant (I.e. during restriction, harvest two grapes instead of one, etc.). 

(11-15):  Bad luck, one of your beds just broke beyond repair.  Discard it. 

(16-20):  You awaken to noises coming from the street near your base.  It's two alien tracking drones looking for sims!  If everyone is inside the base and not making any noise, the drones pass by without event.  If anyone is outside or moving around inside, you are discovered.  The drones attack you at a 4.  If your base can withstand it, you manage to put them down without incident.  If your base defenses are below 4, you manage to take them out but not before they wipe out your entire garden! 

(21-25):  HIPPIE REQUIRED.  If you don't have one, re-roll.  Dammit, the fridge went out and no one noticed.  You awaken to the rancid smell of spoiled food.  Remove ALL food from your fridge (raw and prepared) and discard it.  The hippie will get it fixed soon so start storing fresh food right away.

(26-30):  Over an early breakfast you hear a knock at the door to your base.  Everyone draws a weapon and prepares for the worst only to discover a rolly polly man with a horse and 2 bigger men behind him.  The horse is carrying a large sack.  He introduces himself as Nick the Peddler and asks if you are interested in trading.  What do you do? 

  --  Attack: Compare Nick's survivability (8) to the survivability of everyone who is currently at home.  If your total exceeds 8.  If you win, get the contents of Nick's bag.  

  --  Trade: Today, Nick's pack contains:

OBJECT (VALUE) 

1 cot (20) 
2 of each of onion, tomato, and potato (costs 2 each) 
1 large space rock (7) 
1 plumbing upgrade part (5) 
1 common upgrade part (5) 
1 small generator that runs one small light source (30) 
1 small light (cheapest) (5) 

See the TRADE section for exchange rates. 

  --  Not Today:  Politely tell Nick you don't need anything today but please stop by another time.

(31 – 35):  Nick shows up at your base again but this time he only has one item for trade, a medium sized generator and 2 accompanying light sources (cheapest lights)!  He's trading it for a song and dance at a mere cost of 50!  You have the same options as the ones stated directly above; however, if you attack him, he only has the generator and lights today.

(36 – 40):  Your cook awakes early today and heads to the kitchen to start breakfast.  Out of the corner of his eye, he spots a face staring at him through the window!!  With a jump he runs from the kitchen and wakes everyone up.  It's not even light out yet.  Some of your group go outside to investigate and find a young man standing at the garden consuming today's ripe vegetables (if you have one).  You may: 

  --  Get angry and throw the guy out immediately (you'll lose half of today's vegetable harvest) 

  --  Listen to him while he polishes off the veggies.  Looks like he might just be what you've been looking for!  You'll lose all of today's veggie harvest from the garden but you'll potentially gain a missing role. Look at the list of roles at the very top of this challenge and remove any that you already have (you can keep ex-marine in if you like, can never have too many).  You should have a good shot at getting something you need. Also, your new sim can be male or female but must keep their traits (if downloaded from the gallery) or be assigned random ones if you design him/her yourself.

(41 – 45):  HIPPIE REQUIRED.  If you don't have one, re-roll. 
Dammit, your hippie prepper is stoned off his ass today.  You found him passed out in the spinach patch. He's not going to be able to tend the garden at all today.  Your other sims are too afraid of messing up your most important food source to jump in. 

(46 – 50):  You awaken to find a small basket of ripe red apples on your doorstep.  It's either the work of a conscientious survivor or something up to no good.  What will you do? 

  -- Toss 'em.  Better safe than sorry I say 
  -- Choose a sim at random and have them take a bite (random 1 – 3 below) 
     (1)  The apple was black inside.  Your sim becomes deathly ill and is out of commission for two days (1 if you have a biologist). 
     (2)  The apple was juicy and delicious.  Add 4 apples to your stockpile (bb.showhiddenobjects). 
     (3)  The apple is exceptionally yummy and your sim feels a warm sensation as he swallows  the bite. Looks like it was treated with some kind of potion.  There is enough for all of your sims and they all have their needs set to full (use testing cheats and shift+click the mailbox, choose make household happy). 

(51 – 55):  You hear gunshots in the darkened early morning hours and jump to your feet, reaching for the weapon you keep under your cot.  Suddenly you hear an explosion as the front door to your crashes in and 3 big buys are right behind it.  Gunshots ricochet off of walls and equipment.  You are under attack and your attackers have an impressive rating of 6.  

  --  if your base defense is 6 or higher...You beat them back...somehow.  The last one standing lets out a blood curdling scream as your bullet catches him in the eye and he falls lifeless.  A quick search of the bodies reveals some usable weapons and some kevlar vests.  Your base defense goes up by 1 point. 

  --  if your base defense is lower...You manage to catch one guy in the shoulder while your friend standing nearby nails another.  Before the three guy turns to run, the leader shoots and catches your buddy right between the eyes, killing him instantly!  Make a random check to see which survivor is killed.  That person is gone.  You must remove their personal items and kick them from the house. 

(56 – 60):  You are on patrol this morning and spot a dark figure near the base and sneaks up behind him.  He sees the man using a crowbar trying break his way into the front door.  You startle him by demanding that he put his hand up or you'll shot him on the spot.  He drops the crowbar and puts both hands on his head.  As he begins to speak,  you realize this guy isn't a man at all but a teenage boy.  He stutters, "look man, I didn't realize anyone lived here, I'm just trying to survive".  After a brief conversation, you know the boy's parents were killed by aliens and he has been surviving on his own.  Turns out he is handy with tools (you notice he almost had the door open) and could grow up to be an excellent handyman or even possibly a thief.  You can either let him go (inspection reveals he had only the crowbar) or add a teen (boy or girl) to your group and either choose to mentor them as a future handyman or thief.  The teen becomes a young adult in 5 days. 

(61 – 70):  REQUIRES MODEL.  If you do not have one, re-roll.  It was bound to happen. This chick is a real flake and she's not only going to get herself killed, she's going to take everyone else with her.  Against the rules, she secretly left the base last night to meet up with a young man from a nearby colony to do god knows what.  Turns out she couldn't keep your secrets to herself and the other colony decides to kidnap the girl and ransom her off to you for all of your food.  What do you do? 

  --  Let them have her...Find the nearest occupied home that has at least one sim of the opposite sex and use household management to move her.  Doing this doesn't sit well with everyone in your group and the drop in morale costs you –1 to your base defense rating.   

  --  Let them have the food...Clear out your fridge to get your prom queen back. 

  --  Send in the leader...If you have one, have your leader try to talk the situation down.  For every point of charisma, he has a 10% chance of success.  Random 1-100 and if the number is equal to or less than his chance of success, the model is returned and the event is over.  Otherwise, make another choice.

  --  Fight...Find the nearest occupied home with at least one sim of the opposite gender (from the model).  For every member of the household, add 2 to their rating (if there is only one person, he has a rating of 4).  If you have two nearby houses that fit the description, choose the one with more people.  You tell them you are willing to trade and they show up at your base with your bound and gagged model (why didn't you think of that).  If your base is stronger than that rating, you win.  If your base rating is not high enough, this is not a valid option for you.  When you get her back, the model decides to change her ways and fill a more needed role.  Have her re-roll on the roles table.  If you get model again, keep re-rolling until you get something different.  You may then use CAS to edit her traits according to the directions under SETUP and the ROLES table.

(70 – 75):  BIOLOGIST REQUIRED.  If you do not have a biologist, re-roll.  Looks like all of that time spent examining plant slides under the microscope has paid off.  You have enough materials to create one dose of medication (purchase from the computer). 

(76 – 80):  HANDYMAN REQUIRED. If you do not have one, re-roll.  All of that work on the workbench has paid off.  You've managed to find a way to fortify the base even more!  If you do not have an ex-marine, you create a makeshift base-wall out of wood that adds +1 to your base defense.  Otherwise, just add +1 to base defense.

(81 – 85):  Is that a cat dying?  Your curiosity gets the better of you as you open the front door early this morning and peer into the darkness.  Nothing...as you go to close the door, you hear it again, coming directly from your feet.  You spy a bassinet.  What do you do? 

  -- carry the bassinet to someone else's house and leave it...think of it like a chain letter, pass it on. 

  -- take the baby in.  Download a sim with a newborn, merge with your family, and then boot the adult. This baby takes on the "young child" role.  

(86 – 90):  Got a collection quest goal that is making you nuts?  Well today is your lucky day.  Use bb.showhiddenitems to find ONE collection item you are missing and add it to the world! 

(91 – 95):  The worst has happened, they KNOW you are here.  You missed the early detection scouts and have been awakened this morning by an army of aliens coming your way!  You only have two choices... 

  --  FIGHT...You're facing an enemy rating of 10.  If you base has a matching or better defense, you manage to beat the crap out of them.  If not...well you actually only have ONE choice... 

  --  FLIGHT...You've got no choice.  They are going to be here any minute.  Give yourself one minute (set a timer if you need to), starting when you finish reading this paragraph, to get as much of your belongings as you can into your household inventory.  Note that you cannot take rockets with you and your sims would not have time to carefully pull plants out of the ground so your garden is toast.  Items your sim brought with them at challenge start are required (i.e. microscope, computer, etc.) and may be put into inventory or replaced.  Once time is up, immediately move your sims to an empty lot and set up a new home.  The starting conditions have to be identical to those in STEP THREE of this challenge although you can choose a different building (clinic, factory, prison, etc.).  Good luck and don't forget your collection items! 

(96 – 100):  Choose a sim at random.  That person is having a great day and you can raise one of their skills by 1 using  Stats.set_skill_level major_X with X being the level of skill. 

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