Random Occurrence Scenario (ROS) 1.01 - The Money Update
Update to 1.02 - Burglaries, Repo People, Walkbys - Available HERE
This is an update to the original ROS Generator located here. You can find out more information about the origin of the ROS and how it can make your game much more fun in the above post. More info about this update and link after the cut!
Scope of this Update
Some organization with the BHAVs have taken place. Money and certain events have their own sub BHAV.
Instead of rolling a dice or using a random number generator, a good portion of the money ROSs will automatically add/deduct money from household funds!
The player will also be notified about how many Simoleons that have been added/deducted from the family funds.
Some money ROSs have been left unchanged (for now) due to the complexity of how it would be coded.
The amount of money a household receives or has deducted is completely random based on the type of event.
Occult Events can be tuned On or Off; Set to on by default.
Conflicts: This will conflict with the first version, so simply replace the original file with this one.
This mod is somehow blocked by @lazyduchess​ Story Progression (SP), despite having a unique GUID (0x00E1C028) but works fine loading BEFORE SP. Thank you to Marcus (@cityof2morrow) for reporting this while testing! There shouldn’t be any other conflicts. The mod should load BEFORE: 1) story progression, 2) global overrides (visiting/go to work/hospitals/go to school/etc), 3) vehicles/phones/cars cost money, and 4) the religions mod.
The predictable/object versions of this mod will be updated soon.
Want to prefice this by saying that I did not create nearly anything on this list. It is heavily adapted from Vllygrl's Medieval ROS here, as well as JadeElliot's available here, and some from here by eien_herrison.
I wanted to put it here for reference and if someone else wanted some ideas on how to adapt this for a more Victorian/western setting!
I am using this from Y1 W4 (Winter) on.
1. Financial
Win small inheritance from dear departed relativeÂ
Add to funds: (d100 x 10)
Win medium inheritance from dear departed relativeÂ
Add to funds: (d100 x 100)
Win large inheritance from dear departed relative. Â
Add to funds: (d100 x 1000)
For he’s a Jolly Goode Fellowe – Add to funds: every household gives you $100.
Cattle Rustlers invade your holdings – roll 1d6 for your each of livestock. If even delete the livestock, it has been stolen.
Barn repairs – deduct from funds (d100 x 10). Place cart in inventory until paid. Â
Debt- a family member has died and left their debt for you to pay off. Take out a loan through Monique's Computer and donate all that money.Â
Alms for the poor- The household must provide the poorest family they know with financial assistance. Roll (D1X100) to see how much will be given. Alternately, if your household is the poorest family, roll to determine how much the richest family they personally know will give them.Â
Blackmail- Your sim must seduce the highest ranking person in the neighborhood of their desired sex and blackmail them. After the seduction your sim’s family is given 25,000 simoleons. If a pregnancy results from the seduction, the rules to Cuckold (1:7) apply.
Driven by Greed- An Elder of the family passes away and leaves the usual inheritance, but the new heir manages to steal it through coercion and manipulation. The other family members have been cut off without a cent! Send them to a poor house until they can raise enough money to begin their own household, or to the church permanently if they are Knowledge Sims. They must have empty inventories when they move out and will no longer receive any assistance from the family. Once you move them out you must send any leftover money back to their ancestral home. Roll to see if the wronged family members forgive the greedy heir (even), or the rules to Feuding Within (2:11) take place (odd).
Swindled! - A merchant selling goods in the town square cheats you on your purchase pay (d10) x 20
Bad Hand- You lose a game of chance at the local saloon– pay (d5) x 100.
Bad Investment - reduce household funds to 0
Scammed - One of your sims has been convinced to invest in a scam. At the end of the season donate 1d100x2. Roll at the end of the season to see if this continues:
evens: the scam continues
odds: the sim realizes they have been scammed.
2. Family
Share the love – adopt a child.
Blood is thicker than water – distant impoverished relative moves in. Make a new Sim in CAS and move in to household. Make new Sim a relative using Sim Blender. New relative must work caring for the family, family farm or family business, but may not take an outside job or in any way contribute to the family income.
Are Ye Daft? Wedding – Pick a Sim in the household who is not married already and have he or she invite over the Sim they know with highest LT relationship, and marry on the spot. Reroll if no single Sims in the household. Use Sim Blender and ACR to enact scenario.
Run away–Sim abandons family permanently. if this is rolled for a teen then they must run-away.Â
Meet Someone New – pick someone the Sim has not yet met or make a new Sim in CAS. Begin an affair.Â
Unrequited Love- The sim rolled has an unrequited crush/love (evens/odds) on the sim they have the most chemistry with.
Fertile Garden- Your married or engaged female sim is extra fertile and gives birth to at least six children with her husband! You can use any hacked items to help this occur. This ROS stays active until she has given birth to the sixth child.
Shotgun Wedding!- Your eldest single sim has been caught partaking in scandalous behavior with another sim which has resulted in pregnancy, and both sets of parents demand marriage to keep the family honor! Allow your sim to woo-hoo with whomever they wish and then force the marriage using the hacked wedding arch if their relationship isn’t high enough. No dowry or dower is needed, since this is a rushed affair to save family honor.
 Elopement - Your single sim falls in love with another sim of lower rank, whom their family disapproves of. They elope and move into a small lot out of town with no financial assistance from their family. Upon the birth of the firstborn child, roll to see if the family will reconcile (odd) or continue to live apart (even). If there is reconciliation you can move the new parents into their ancestral home or use the money order to send them financial assistance in the form of dowers and dowries from their relatives.
The Black Widow - Your single female sim has a habit of marrying “less desirable” men that die mysteriously shortly after. Your goal is to carry out at least four weddings to four different men and kill them shortly after the wedding night. This works best if the men are elderly, or have few marriage prospects. The female gets to keep any inheritance and property from the marriages for the duration of her lifetime (minus taxes, for course). In the event that she doesn’t give birth to any children in the process, the house reverts back to a relative or other family upon her death. This ROS lasts until the last husband expires.
Can I keep him? - Your sim's child "brings home" a new puppy/kitten and you REALLY hate to disappoint them.
A Stray! - befriend and adopt the first pet on your lot.
Holiday Dinner - Your sim decides to host a large party for the most recent holiday. They must invite all their family, any friends available, and cook three meals. Decorate the lot for the holiday.
Generational Misunderstanding - Have your sim get into an argument with their parent or child. Have them perform at least three negative interactions for (d4) days.
Infertile - Your sim is no longer able to have children.
Teen Rebellion - Give a teen sim a drastic makeover. Have them play pranks and pick a fight with a sibling or parent. Sneak out at least once. (Must last at least one round)
Sibling Rivalry - Siblings with the lowest LT rel. must have (d4) fights.
Make like Rabbits - Sim must woohoo (d6) times in the next 24 hours with either spouse/partner or highest daily rel. if single.
3. Family II
Indecent Proposal– oldest unmarried Sim is offered position of mistress by highest LT relationship Sim they knows – they loses 100 Aspiration Points if they accepts and must immediately leave their household in shame. They gains 100 asp points if they refuse and the offering Sim must pay $100 to their family as apology. If they accepts, they moves into a house provided by the offering Sim and must allow them exclusive rights to visit and woohoo anytime they chose, thereby losing their social standing and becoming “beyond the pale”, i.e. no longer socially acceptable.
Ruination – an unmarried female Sim who is impregnated out of wedlock. Once the first “bump” appears, she is discovered and must immediately marry either the father or another male Sim she knows with the highest LT relationship and move in with her new husband, or she must move to the convent.
Reunion- invite entire extended family to your lot for a party
The Buccaneers- 4 sims move to the settlement to find spouses. they must be married by the end of the seasonÂ
Relationship Strain- Pick 1d6 fights with the sim you have the highest LT score with
 Animal Kindness- Your elder sim adopts a stray cat or dog and they become best friends.
Ripped Apart - The heads of two different sides of the same family disagree, and a feud begins to take shape that includes all members of the elder and adult family members, but does not include teens or children. Pick fights, insult, annoy, and do anything else to destroy the relationship with the other side. The feud will last for at least one season per household. You must let your Sims be "furious" with the other side and encourage "disorderly conduct" in public places. Pick fights, insult, annoy, and do anything else to destroy the relationship, including murder. Roll to see if the feud lasts another season (odd number), or the newer generation helps them heal old wounds (even). If you roll an even number, the rules to Kissing Cousins apply (2:6).
The Lost Golden Child - To the mortification of your family head, your heir decides that they want to follow their own path instead of the family profession, and are thereby financially cut off by the head of the household! They leave the house with no more than three items in their inventory and no additional financial assistance. Allow the second oldest child become the heir, regardless of sex. If the couple only has the one child, the rules to Poor Relations apply (2:7).
A Bad Match- Force a marriage between your eligible sim and the sim they are least attracted to. They must be of the same rank and have similar wealth. You can change their “turn-ons” and “turn-offs” to further corrode attraction if they are slightly attracted (one bolt). Your goal is to force these ill-suited lovers to conceive at least one heir naturally, without using any hacked objects. This ROS remains active for three seasons or until an heir is born. If you are not successful in getting them to produce an heir after three seasons (or three years, depending on how you play), the rules to Abandonment apply.
Baby Surprise! Any married female on the lot has an extra, unplanned child. Oops!
Poor relations - The family’s poorer relations need help and your sim’s family is obliged to give it! Send up to two non-heir children of a poorer side to live with the family at their expense. Send girls before boys. These children will be treated the same as any other children, but will rarely, if ever, see their parents again. In the event that the family has no children, the eldest of these two children is the new heir.
A furry surprise- A feral cat/dog has been living on your land and they have just given birth to a litter! Add 1d6 puppies/kitties to the household
Wrong Side of the Bed - Use only negative social interactions for (d4) days.
4. Disease/Illness
Broken Limb – Sim must stay at home with free will off for 2 days, use Boblishman’s cast mesh.
Pneumonia – use Sim Blender to infect Sim, and then Sim is isolated in bedroom with free will off for 2 days.
Dysentery (flu) – use Sim Blender to infect Sim, and then Sim is isolated in bedroom with free will off for 2 days.
Food Poisoning– use Sim Blender to infect Sim, and then Sim is isolated in bedroom with free will off for 2 days.
Livestock Illness- 1d6/2 of your livestock fall ill. roll 1d6 (evens/odds) to see if they surviveÂ
Lethargy– god everything is just so much. your sim can’t seem to get out of bed.Â
Gaming Addiction - Your sim has become addicted to the tables. They visit the saloon nearly every day. Roll to see if they lose big or gain big. After the season, roll if they keep the habit (evens- keep/odds- kick)
Even: win 1d100x10
Odds: lose 1d100x10Â
Glued to the Bottle - Your sim has taken to the drink to deal with daily life. They must go to the saloon or acquire alcohol some other way every day. After the season, roll if they keep the habit (evens- keep/odds- kick)
5. Disaster
Fire – place (d12) intense fires on lot. Use Carrigon’s Intense Fire Hack and Sir Ignitus Blowtorch’s Buyable Fire. Whoosh! Big flames!
Flood – place at least 10 sinks in locked room and break them. Do not allow them to be fixed for 24 hours. All rugs and furniture that touch the floor must be replaced. Sell sinks back after flooding is done. Use Boolprop (shift-click on the object) to break it.
Terrible Tempest – house is demolished. Sim must call taxi and move out with all household members immediately. In neighborhood view use the lots bin bulldozer tool to demolish the lot. Then either put down an EMPTY lot in the same place and move the household in to rebuild, or move Sims into another house if they can afford it. May save (d6) items in inventory. Add to funds (d100) x 100 as a Crown Charity Grant for rebuilding.
Horse Accident – Sim loses their horse and spends (d4) days nursing his/her injury isolated in bedroom with free will off.
RATS! – place 1d20 sun & moon vermins on lot
Crop Failure – early frost wipes out entire vegetable or fruit crop.
Wrongly Jailed – (d4) for # of days spent in jail. Put Sim in your local jail.
Called Away – 1d6 male sims move to the sim bin for 1d12 days to handle business in Town. Continue your normal rotations; sadly your families will have to do without your breadwinner’s wages until peace is restored. Roll to see if each Sim will or will not return:
Dead (Roll 1 or 4 on a 6-sided die)
An elder (Roll 2 or 5 on a 6-sided die)
with a Child from another mother (Roll 3 or 6 on a 6-sided die.)
Tornado. d12 residences are damaged. Expose all the rooms to weather for two days. Delete d20 'broken' items on each lot, and replace all plumbing. Half the damaged rooms may then be repaired. Remaining repairs take a further full season.
Blizzard- this winter is particularly brutal, all sims who spend time outside have a 10% chance of dying.Â
6. Death
Use Sim Blender, and roll (d12) to determine cause of death:
Childbirth
Poisoned
Cart accident
Old age
Flies
Drowning
Starvation
Disease
Fire
Fright
Poisonous mushrooms (cow plant)
Foul Play
7. Miscellaneous
Crime Does Pay – Sim must spend all his or her free time (when not tending to needs or at work) counterfeiting coins for (d6) days. If caught, Sim must go to jail for (d4) days.
Caught Red-Handed (Roll an even number)
Elude Detection (Roll an odd number)
Master Herbalist Diploma – Sim must attain Gold Gardening Badge, Physiology and Lifelong Happiness. Receive (d100) x 10 Aspiration Points and $1000 Award from Crown Treasury.
Panacea- You are given a “new” cure from a far off countryÂ
Roll 5=death!Â
Roll 1-4= disabled (the target sim in the family must cut back work to half-time until retirement
6= immune to disease
Midlife Crisis – Change your aspiration
WEIRD WEST – get your sim abductedÂ
Creature of the night - Somehow your sim has become infected with vampirism. Not allowed to cure for two rotations.Â
Running with the pack - Somehow your sim has become infected with Lycanthropy. Not allowed to cure for two rotations
Charmed- You have developed strange powers unknown to you. Roll even/odds for good witch/bad witch.Â
Inner Peace – Your Sim must found a church, move onto the lot, and choose the career.
If a Church is already founded the sim must found a Convent or Monastery for (d6) days and spend 6 consecutive hours in prayer (meditation) each day. Sim receives (d100) x 10 Aspiration Points. Roll to determine if Sim:
evens: Stays in convent or monastery and takes orders
odds: returns home
Fae Kidnapping - A child is taken by the fae and replaced by another who has the fairy trait and one max random skill. The original child is raised by a Fae caretaker in a secret lot.
9. CommunityÂ
Feuding Families - Your household must begin a feud with another household of the same rank. Reasons can be for land disputes, crop disputes, or ill usage. Husbands must begin feuds with the other men of the family, wives with the other women, and children with other children, similar to the feuding families in Romeo and Juliet. Pick fights, insult, annoy, and do anything else to destroy the relationship including murder. The feud will last for at least one season on each side. You must let your Sims be "furious" with the other Sims and encourage "disorderly conduct" in public places. Roll to see if the feud lasts another season (odd number), or the feud ends in an arranged marriage between the families (even number). In the event that you roll for marriage, use the hacked wedding arch and rules to Difficult Wedding Negotiations (1:8) apply.Â
A Lasting Friendship- Your female head of the household has been feeling a bit lonely lately. She decides to assist a younger, poorer, single female she outranks but has a high STR with. Invite her to the house and throw a small party where your sim can introduce her to perspective marriage candidates and other influential people she may not already know. If she develops any feelings for the marriage candidates, your sim must assist her with a dowry (D1X100) to bring about a marriage. In return the younger female must honor the older Lady’s wishes to “…not move too far away.”
Merchant’s Quarter- Your family is gifted a community lot by the Governor to help stimulate trade. The lot must be worth $5,000-15,000 and should match the profession of the family.
Feasting and festivities - Your household must throw a party and invite Sims in the neighborhood to connect with people and network. You must provide at least five home-cooked meals for your guests to choose from).
Wedding Fever – enact one new wedding for 1d4 random families.
Church Fete - Your family has decided to host a fair to raise money for the church, create an owned community lot as a 'fair' lot and at the end of the season run the fair. All money must be donated to the church.Â
Religious Refuge. Your female sim wishes to escape an arranged marriage, or any other male and quietly enters a nunnery. The man she leaves behind can never visit her. If they were married, he is not allowed to marry again.
The Arts- A traveling theater troupe have come to town for the season. Create 2D6 sims and set them up on a lot with tents and/or carts and wagons. Alternatively, they can have come by boat. At the end of the season, all sims that have not married must move to a different hood and/or be killed.
Social Butterfly - Win (d4) new friends
Socially Inept - Make (d4) new enemies
Bad Mood - Annoy the next walk-by for (d20) times
Increased Libido - Flirt with the next appropriate sex walk-by for (d20) times
Old friends - Contact the friend with the lowest LT rel. and become his/her best friend.
Friend of All- A popularity sim on the lot wishes to make friends with each household. During the season, they pay every household a visit and you must make friends with them.Â
Sailors- A ship has begun to trade with your town. Create 2d6 sailors and make them into townies. Whenever they appear on your lots they are on shore leave.
Strike- all employees of all businesses quit and if they are rehired must be given a pay raise.
Velvet Curtain - your sim is seduced/seduces by a sim of the same sex and then blackmailed. The sim must pay 1d100x10 to the blackmailer. They must immediately marry a sim of the opposite sex to detract from rumors. Determine which by nice points
TREASURE TROVE - A shipwreck off the coast results in booty. Recovered from the waves are: refugees, lumber (build items), furnishing fabrics, chairs, clothing, deco, small tables, genie lamp, and food items. Roll d6-1 for number of each.Â
Poisoned Grain- grain causes a spout of madness affecting 2d6 sims. They must be sent to the asylum (if there is not one, build one) where they must learn anger management, physiology, and lifelong happiness
Evens: remains mad
Odds: returns home
Pack of Dogs- create 2d6 strays
10. Fate, Faith, and Devotion
 Winter Famine - Select four of your poorest sim families to endure a harsh winter famine. Delete or sell off all food stores and any food in the inventory. Put the “refrigerator” in a pantry and lock the door. Allow the sim with the most cooking skill points access to it, and have them prepare only one meal per day for the duration of all winter seasons (except babies, who can eat freely). See who survives and who perishes. If you don’t have winter in your neighborhood, create a winter season for this ROS as a “freak” storm of nature.
Lost Faith- Your family head has lost their faith in their church. The family becomes "excommunicated" and cannot use any church services (weddings, funeral, etc). This lasts until a new heir takes over the household.
Influenza Epidemic! - This ROS must be used with Realistic Sickness hack. Infect three family members from three different families of your choice with flu. The Sims selected must be one peasant, one middle class, and one noble. For the first twelve four hours you must not control their actions to simulate their lack of awareness about their infection. After twelve hours you may isolate all Sims until they are well again.
Taking Advantage- A member of the church has a hard time keeping their vows of celibacy, and begins an affair with the sim they is most attracted to. Alternately if this is rolled outside the clergy, a layperson begins an affair with the sim in religious orders that most attracts them.Â
Donation of the Soul- Your ruling Sim of Elder age becomes fervently religious as their time to die approaches. They must give half of their cash on hand to support their church or $50,000- whichever is greater. Use these funds to build a cathedral, church, hospital, hospice or orphanage in honor of them when they die.
Change of Heart - Your sim can no longer tolerate their life in the church and decides to marry. They must marry a sim of their family’s rank with the highest LTR, but no dowry or dower will be given.
 Thirst for Knowledge- your richest sim has grown tired of the ignorance of his/her countrymen after obtaining great knowledge from their favorite priest or nun. If you haven't built a University already, donate 75% of the household funds to do so, and have the local convent or monastery donate 25%. Build at least 2 dorms, a library, and a classroom. If you already have these basic buildings in place, build additional buildings to add to the greatness of the University: An artist's dorm, a great hall, and a coliseum. Your sim may buy the lots, build on them, and sell them back to the community for profit.Â
A Mother’s Fear. Any female with a baby is forced to work as a wet nurse for the richest family, and must leave behind her own child to be cared for by her family. She must care for the Lady’s baby until they become a child. Afterwards, have the Lady send her $500.
Cult- your sim has always had strange beliefs, they move to a new lot to spread these and 1d6 sims join their community. If one already exists, your sim moves to that lot.Â
Odds: they take their family with them
Evens: they abandon their family
Obsession - your sim is motivated by love to commission 2d10 paintings/artworks about their spouse or crush. They must commission these and also attempt to try their hand at this as well.Â
11. WAR
    (happens immediately in 1914.)-evens happens, odds normal round
Send at least twelve Sims regardless of status, Roll additionally for each sim on the lot
While you are playing the War scenario, roll additionally for each fighter at the end of the season:
 War Wounds - After going back to his family for one day, your oldest fighter decides he can no longer handle life after the war. He loses all body skill, quits his profession and enters a monastery permanently. If he is married than he must remain so, but the rules to Abandonment (1:4) apply.
 Ladies of the Camp - Set up a small brothel run by the three lowest ranking single women in the neighborhood for the duration of the war and charge premium prices. When the war is over they can return to their families with the extra money or set up a permanent brothel in the neighborhood.
War Scars - After returning from war, your second oldest fighter is so badly wounded that he can no longer work. He loses half of his body skills. Send back half of his winnings to the camp to simulate the loss of income. If he is married you must send his spouse or heir to work instead. If he is unmarried, send him to live under the care of a relative permanently.Â
Spiritual Guidance - Your sim convinces the religious person he most admires (highest LTR to travel with the family during the battle, convinced that the troupes are in need of spiritual guidance. Roll to see if the nun or monk survives the journey (odd) or perishes at the hands of the enemy (even).
Untimely Memorial - The youngest sim on the lot dies from enemy shelling. Send $1000 to his family after his death from the men.
Rotten to the Core - The lowest ranking Sims on the lot die from dysentery. Send $1000 to each of their families (or family) after death. The money comes from the personal purse of their commander, who feels rather guilty for not feeding his men better.
War Maiden - Your youngest sim’s single female relative decides that she wants to take up arms with her family member and disguises herself as a man. Treat her as you would any other soldier and dress her accordingly.Â
A Certain Sickness - A strange illness goes around the camp, and paralyzes any progress or movement of the men. To make matters worse, the herbs have run out, the food is rotten, and there is nothing to drink. Roll to see if War Scars (4:4a) apply (odd), or your sim manages to get help from a random traveling herbalist (even).Â
 Desertion! Your sim with the least amount of outgoing points allows fear to overcome him and deserts his vital post, leaving his men to fend for themselves! Roll to see if the men survive (odd) or die as a result (even). If they survive, your sim loses all respect in society and is stripped of his rank for cowardice, in addition the family must pay $10,000 to the crown. As a final punishment, they must sell their house and move into a smaller abode, as they are now nothing more than Yeoman. Your sim can no longer climb the social latter, and it’s left up to his heir to restore the family name. Because reputations last, the heir is only eligible to marry a serf, or slave. If the cowardly sim was already a Yeoman, the family pays $20,000 instead. This ROS lasts until all debts are paid off, and the heir begets a new heir.
 Nurse Corps: 1d6 women are sent to the front to be nurses.
12. Adventure (evens happens, odds normal round)
 Business Trip - A male sim must go to the nearest city to negotiate with locals about imports for the season.
1 attacked by briginds: your sim has died on the road
2 returns with new partner: either a mistress or a spouse
3 returns with child: oops. Child must be raisedÂ
4 successful negotiations: Your sim was able to negotiate successfully, add 1d100x10 to family funds and if your sim runs a business, add a new imported good.Â
5 Your sim enjoys the freedom of the city more than their home. They move to the city. If your neighborhood does not have a downtown, create one.Â
6 Unsuccessful Negotiations. Your sim returns home with unable to negotiate.Â
Expedition - One of your sims has become obsessed with a folk tale from a different place. The first map they dig up they must visit and attempt to complete the quest.Â
Evens- They die in the process
Odds- They succeedÂ
Grand Tour- your sim decides to take a Grand Tour. They must visit every vacation destination. This ROS continues until they have done so and results in one of the following ways:
1 they fall in love in the process and bring back a local
2 the fall in love with one of their destinations and become a local
3 they decide to invest in a vacation houseÂ
4 they have an indiscretion with a local and bring back a child
5 they decide to bring the lessons they learned back to Alicel and put funds towards a University
6 They decide to do an expedition back to one of the places they visited, follow rules for Expedition.Â
Honeymoon- Your sim wishes to explore a vacation hood with their beloved. Once the sim gets married, take a vacation to a hood.Â
Summer house- Your sim decides to fund a summer house in the woodland vacation hood. Every summer must be spent there.Â
Fishing Fleet- Your sim has decided to go spouse hunting in a vacation location.
Do you use Hook’s Randomizer? Do you use the TS3t2 Traits Project? Do you wish major character death really traumatized your Sims? Do you want some help randomizing the traits your Sims get assigned?
Try the Age-Appropriate Anti-Redundancied Life-Event-Weighted Mutually-Exclusive-Trait-Considering ROS Pack Today!
Includes ROS files for Toddler, Child, Teen, Adult, and Elder, and, for an unlimited time only as long as SFS stays online, a bonus SPREADSHEET with my custom manual adjustments/play directions for traits! Start a mini-asylum challenge if your Sim rolls Insane! Roll for Aspiration Failure every time your Perfectionist Sim so much as touches an easel, your Brooding Sim meditates, or your Unstable Sim gets out of bed in the morning! Â
TS2 ROS by flyerskierdiver - powered by trinket.io
I’ve really enjoyed seeing how simmers like @keoni-chan and @deedee-sims use ROS (Random Occurrence Scenarios) in their gameplay, but as a mac user, I can’t use the MATY Random Stuff program... so I wrote a simple browser-based ROS that rolls minor and major events :)