Life of a Trill Symbiont
A Star Trek inspired Super Sim challenge
This Super Sim pseudo-legacy challenge variant requires the use of cheats. It also requires this item of CC. It is also recommended to use a family tree generator, such as Sacrificial Jr's Life Manager, and to create siblings via Play With Genetics.
Aging: on. Deaths: allowed (and indeed encouraged). Vampirism, skeleton states, and ghost progress excluded for reasons to be explained further on.
Sim 1:
Create your Young Adult non-occult Sim and their immediate family. Don't worry about the symbiont name yet, start with the Sim as they were. Here's a good starting place for names. Use whatever traits you want, except Evil.
Play them for a full day--or week, as you choose--normally, with their immediate family! Get to know their personality, make some friends, and so forth.
On the second day (or first day of the second week), they've been chosen for joining! Throw them a house party to celebrate. At the end of the party, change their last name to that which will be your symbiont's name.
The first Sim, of course, will not change anything in their personality. The symbiont hasn't been joined before! It's wonderful and new for both!
Have them live their life, proceeding as normal to accomplish the Super Sim goals. Unlike a normal Super Sim challenge, no life extension techniques are allowed, not potions, not traits. You can plead with the Reaper, but only once.
At the point of their death, whether natural or otherwise, take note of their progress in everything. Select one of their traits, one like or dislike from every category (including romantic styles)--this will carry through the rest of the symbiont's life.
Subsequent Sims:
Create a Sim and their family as you would for Sim 1, or have played them from infant as a Trill, whichever you prefer, but they must not join before becoming Young Adult. They must not in any way related to the previous host except for being a Trill. They can have any orientation, any aspiration, and be of any gender.
As with Sim 1, they proceed normally for the full day/week. After that, they, too, are chosen for joining. Party time once again! After the party, change them to the symbiont name you chose earlier (the last name of your prior Sim).
Every bit of progress towards the Super Sim challenge is to be added to the next Sim via cheats once they have their symbiont. Those traits, dislikes, and likes from earlier? Those carry on, as do friendship bars and aspiration reward traits. They are, however, forbidden from romantic entanglements with the spouses of prior hosts! Friendships are allowed. However, not every element changes to that of the prior host--orientations remain the same as they were before joining, as do hairstyles, and they keep connections from pre-joining. It's additive, never subtractive (barring romances as noted above).
Game-replaced traits (such as prompts to replace cheerful with gloomy) are allowed, unless that is the trait you've chosen to carry over through hosts.
Repeat this process for every Sim until the Super Sim challenge criteria are complete (barring vampire, ghost, and skeleton stuff)!
Being turned into a vampire or skeleton counts as death for the purposes of this challenge. Same goes for modded undead states such as Whitelighters. After all, the symbiont has to have somewhere to be, in a living person!
Immortality also counts as a failure, because the whole purpose of joining a symbiont is to have that symbiont experience the fullness of life from as many different angles as possible, which you can't do if you're only ever one person.









