The sims personalities


















Also, spore-grown PlantSims [ TS2:S ] will inherit their spore-parent's personality, but will have a different Zodiac sign. Each section uses a zero-to-ten scale. From a game-mechanics perspective, the scale is actually 0 to How fractional points are handled appears to depend on the game, and possibly the scale.

In The Sims , each section is split into three parts; , , and , each of which has a name and a description. The descriptions are largely for "color", but do give some hints to the Sim 's character. Still, in The Sims , this has relatively little effect on the nature of the Sim.

Personality has much more effect on a Sim's nature in The Sims 2. The Sims 2 does not use the labels or descriptions, but personality scales can be divided into low, medium, and high. In The Sims 2 , low is generally less than 4 or 5, and high is generally 8 or 8.

In The Sims , children get personality points when they grow up from being babies. There were varying reports as to how and whether the parents' personalities affected the child's. Most townies get random personality points, though they may not receive them until they first appear in-game. In The Sims 2 , the personality of children born in-game is based on the parents' personalities , though there is a random element involved; twins may have different personalities.

It is also affected by how the child was raised as a baby [ TS3 ]. A neglected baby might be more mean-spirited, even if both parents are nice, for example.

A baby's personality is not visible in-game, but can be viewed with SimPE. Adopted children and townies always seem to get one of the 12 default personalities in Create a Sim. In The Sims: Livin' Large , the chemistry set can make a potion that reverses personality points.

The only way to get them back would be to recreate the potion. A Sim abducted by aliens would return with an altered personality. Also, a zombie would have no personality at all. In The Sims 2 , a Sim's older relatives can influence that Sim to gradually change some aspects of his or her personality by using the "Encourage The two Sims do not have to be members of the same household, and the Sim being Encouraged does not have to be selectable.

For example, a Sim can Encourage his or her visiting grandchildren. Changing personality this way is very slow; adding or subtracting one personality point requires several "Encourage The effectiveness of an "Encourage One is the younger Sim's relationship with the older. If it is too low, the interaction will fail; otherwise, a higher score will generally produce a larger change. They are happiest when learning something, and sad if they haven't learned anything lately.

Goofy and curious. These Toddlers love to tell jokes and get Playful. They earn Imagination skill slightly faster. Spirited and full of Energy. These Toddlers love to explore and get Energized. They earn Movement skill slightly faster. They get sad if they haven't been outside in a while. Career-Minded Sims get a leg-up in their chosen profession with performance boosts that help them get promoted faster.

These Sims somehow came into possession of Spa Membership. Nobody is really sure where it came from, how to cancel it, or who keeps paying for it each month. But one thing is for certain all fees at Spas are waived!

This Sim is the neighborhood Eco Master! They can inspire other Sims to be eco-conscious. This Sim is the Neighborhood Entrepreneur!

They like to take chances with investments and will not refuse handouts. This Sim is the neighborhood Master Crafter! They can inspire Fabrication recipes in other Sims. This Sim has been consumed by the Mother Plant and will forever reap her benefits of zero Need Decay.

Death came for Sim Name in the form of a well-mixed bug drink. Sim Name can relax in a haunted house. This type of death is instantaneous; the Grim Reaper will not arrive to reap the Sim's soul, and cannot be pleaded with. Gain the ability to possess Sims for energy. Ghosts who died this way will refuse to use any bed and can warn Sims about bed safety. Sim Name couldn't say no to a gift and paid the price. Only kills elders, ages up any Sim younger than that. Toddlers and children cannot perform this interaction.

Death flower arrangement or scent with death flower. Can cool Sims down, so can kill them by freezing, or if it is hot, can cause them to stop feeling the effects of the heat for a short while.

Ghost can possess fire to extinguish it. Has cold cloud of air coming off them to show death type. Hunger decays at a double rate. Eats in the middle of the night, even though the hunger need may be full. Elders who WooHoo too often may die of overexertion.

Sims aged teen to elder can also die of overexertion by contributing too much knowledge to a research station. Can heat Sims up and therefore cause them to die by overheating, or cause them to warm up if they are cold.

This Sim succumbed to Rabid Rodent Fever, and spreads fear of pestilence and disease in the afterlife. Ghost looks like a giant rodent, foaming at the mouth. Ghost can spread rodent fear which cause nearby Sims to run in fear. Overload ghosts are valid targets for Magical interactions including duels, training, and more. Ghosts keep their magical skills. They will also have sparkles and rays of light coming out of their chests.

Has a huge sun floating in the stomach area to show the type of death. Ghosts will retain their vampire powers and weaknesses. The pursuit of immortality is full of failures and accidents. Luckily, it looks like this will pass in a while. Try to enjoy your phantasmal existence while you can. Gives Sims the visual effects of the Night Wraith, such as lightning coming from their eyes, and also makes them perpetually sad.

This trait cannot be given to other Sims without the use of cheats. It is easier to Train and Discipline animals as well as gain relationship with them faster. These Sims will always escape wildlife attacks unscathed, manage to avoid injury from Skiing, Snowboarding, and Rock Climbing more often than other Sims, and have a natural resistance to inclement weather.

Expressionistic Sims have captured the essence of feeling, and can create highly emotional works of art regardless of their actual mood! Poetic Sims can capture life itself in a book, and wield it to bring back someone they've lost. Master Makers have learned all the tricks necessary to fabricate items at a reduced cost.

Sims with this trait gain enhanced benefits to teaching other Sims how to knit. Sims are also immune to the foul magic of the Sweater Curse, and can dispel afflicted Sims from its snarly grasp. Lastly, Sims have the ability to craft unique knitted items, like a very special companion from a strange land, or The Forbidden Sweater which, honestly, is forbidden for a reason Masterminds know just the right things to say to cause anger, sadness, and jealousy in their opponents.

If you could see this Sim's heart, you might recoil in disgust. I am the Master grants supernatural control. Command Powers used on Vampire Offspring always succeed. Melt Masters have devoted enough of their love and bodies to grilled cheese to truly become Gurus of Gruyere. Rebates will be directly applied to Household Funds. This Sim has proven they have what it takes to excel at University. Along the way, they learned a lot, allowing them to gain more skill using the Electromagnetic Research Archive Machine and earn more money from Publishing Research Papers and Contributing Knowledge.

These Sims are lovers of all things ancient. They will be especially confident at museums, and even more flirty while on dates there. They also have the unique ability to donate artifacts to the Simsonian Museum. Webmasters get the most out of their computers, unlocking extremely useful ways to use them.

Sims who are In the Know can get a massive discount on market stall purchases if they Haggle with vendors. As the Hero of StrangerVille you will receive fan mail as well as being able to retell the tale of how you defeated the source of the infection. These Sims are better at socializing during Social Events and enjoy ordering food from market stalls.

They also can "Negotiate a Discount" at market stalls, which gives them an advantage over other bargaining techniques. Sims don't get negative moodlets or lose fun while cleaning. This Sim no longer receives negative moodlets from living in dusty or messy environments. They loathe cleaning and love filth, and will receive Happy moodlets while in Dirty or Filthy houses.

Additionally, they gain the ability to bond with and befriend Filth Fiends! Sims with a Companion have special interactions with their spouse that help ease the trials of life. Sleeping under the stars or using camping equipment provides lots of enjoyment. Sims that are Naturalists don't need to fear fire; it won't touch them, and they can extinguish it with ease.

Sims with Angler's Tranquility will find that all of their problems seem to melt away while they are fishing. Appraisers can sell collectibles, like Metals, Crystals, Elements, and Fossils to the Simsonian Museum for extra money. Treasure Hunters have a sharp eye and will occasionally find treasure and relics in Treasure Chests that other Sims miss.

When Influential Individuals speak, everyone listens. They can get the community to cheer on a local hero, or cancel them on a whim. Nature Conversationalist Sims have improved relationships with animals, allowing their animals to live longer, happier lives. Rabbits and birds will bring them more gifts. And they can interact with plants in unique ways, receiving more yield from harvests. They will also receive free grocery delivery, and, when residing in Henford-on Bagley, a discount on their bills.

Sims that are Natural Leaders will earn Club points much faster, and they will be able to overthrow other leaders with ease. Hilarious Sims can never go wrong with a joke, and have a few extra-special ones up their sleeve. Confidantes are able to easily avoid boring conversations and are more successful in getting to know others.

Vampires with Regained Humanity seem kinder and safer. Sims are more likely give permission to Drink. Sims with Unstoppable Fame are immortalized celebrities, incapable of experiencing fame decay over time. They also receive an extra Fame Perk point. Heroic Sims gain Charisma more easily, and can also inspire other Sims with their presence. Sims with Supreme Authority have an edge during fights and can show their might, encouraging other Sims to back down from hostile socials with them.

These Sims are also less likely to die from anger. When Sim masters wellness it will allow him to emanate a soothing glow! Use this newfound ability to calm Sims around him, and This Sim has clear head on her shoulders!

Sim will be able to have a brief respite from the harshness of reality and re-contextualize things. Like how it's all sort of meaningless Clients will now cough up way more money for her services. Sim must have Father Winter as parent. Father Winter is actually Sim Name 's Dad!

That's amazing! This Sim is imbued with Sulani's elemental energy due to their heritage. They can increase the quality of plants as well as summon Volcanic Bombs. Sim must have at least one spellcaster as a parent. This Sim's parents had no Bloodline traits. Sims with a Weak Bloodline trait gain an additional talent point at each Spellcaster rank to spend towards perks.

Sim must have at least one spellcaster as a parent who has the Weak Bloodline trait. Sims with a Strong Bloodline trait gain an additional talent point for each Spellcaster rank to spend towards perks. Sim must have at least one spellcaster as a parent who has the Strong Bloodline or Ancient Bloodline trait.

Sims with the Ancient Bloodline trait gain an additional talent point at each Spellcaster rank to spend towards perks. This Sim got a good jump on skills as a toddler. This helps them gain all skills a bit faster. This Sim got such a strong jump on skills as a toddler, they improve all other skills extra fast.

Responsible Sims perform better at their jobs and can teach children and teens how to be responsible. Irresponsible Sims are uncomfortable at work, but ignoring bills and slacking off brings them joy. They may also encounter new situations when at work.

Sims with Good Manners won't want to do any gross manners interactions, at least not in front of anyone. They also have a new Polite Introduction and can gain friendly relationships faster. Sims with Bad Manners can try to be Friendly, but will always fail using certain socials. They will often use gross manners, swear a lot, and never want to do the dishes. Sims who have the Emotional Control Trait can relieve negative moods by jogging, listening to certain music, blogging on the computer, or playing an instrument.

In general, their negative emotions will go away faster than other Sims. When they have strong negative emotions, they may have an emotional meltdown. Mediator Sims have a higher chance at successfully apologizing to other Sims and can Mediate the Forums. They can also mend differences with Sims they have not been friendly with for a long time.

Successfully apologizing is harder and they do try to assert their correctness more often than not. Compassionate Sims can help other Sims relieve their negative emotions. They can also empathize with them by Sharing Emotional Burdens. However, these Sims get stressed when being Mean.

They can also instigate other Sims. Insensitive Sims will have a higher chance of failing socially when talking to Sims with bad emotions. Always Welcome Sims will act more at home when at others' residences, and the hosts won't mind at all! Sims with Heat Acclimation aren't affected as much by hot weather, but can still feel the effects.

Sims with Cold Acclimation aren't affected as much by chilly weather, but can still feel the effects. Once Mentors reach Level 10 in certain skills, the Mentor interaction becomes available and they can help other Sims improve their skills even more quickly!

Stoves and Grills Masters have a chance to create impeccable quality consumables that use stoves and grills! Fertile Sims have an easier time when trying for a baby, and a higher chance of twins or triplets.

Sims with this license are eligible to join the Federal Bureau of Spooky Investigation as a freelance investigator. Sims with this trait aren't as easily frightened. Brave Sims regain their composure faster than most Sims, and don't mind being near supernatural beings such as Ghosts or Skeletons. Brave Sims also stay Confident longer than most Sims! Resilient Immunity, Sims will have a lower chance of getting sick and will recover from sickness faster.

Sim must be level 8 in the Arts Critic branch of the Critic career. Rebates will be applied directly to Household Funds. Sim must be level 5 in the Scout career. Sim must be level 10 in the Marine Biologist branch of the Conservationist career. A Master of the Sea becomes friends with dolphins and mermaids faster, and can maneuver around the ocean much more easily. Sim must be level 10 in the Environmental Manager branch of the Conservationist career.

Sims that are Natural Speakers have been empowered by nature with instinctive charisma. Being friendly is second nature. These Sims find it easy to Enthuse and Spread Awareness of their cause to other Sims, and find that their grant applications tend to get accepted.

Sim must be level 4 Captain in the E-sports competitor career. As an elite gamer, Sim has more fun when playing video games, is more likely to win tournaments, and benefits from increased performance within the E-Sports activity.

Sim must be level 10 in the Civic Planner branch of the Civil designer career. A Champion of the People always gains extra Influence, extra Satisfaction Points when gaining Influence, and will find themselves the recipient of more gifts from other Sims.



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