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[10.07] Rewards
For completing your Sim's aspirations, you earn aspiration points. The points
can be spent on rewards for your Sim.
All the objects should only be used if their (Sim's) aspiration meter is at
platinum or gold. This is because of the harmful side effects that may incur
if it is not used properly.
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*Money Tree*
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"In a discovery that sent shockwaves through the parent community, scientists
at the Institute of Sim Botanical Studies have found that money does indeed
grow on trees ... as long as one keeps them watered."
Aspiration Points Needed: 3,000
Uses: Unlimited
Effect: Drops money every eight hours. Guests will try to steal the money.
If successful, you collect §40.
If unsuccessful, you only collect §1.
This tree has to be watered every eight hours or it will die and you'll have
to chuck this out and spend another 3,000 points to get another one.
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*Noodlesoother*
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"Shrouded in mystery, the Noodlesoother's mood elevating effects are well
documented but poorly understood. Some maintain that the weak electrical
current it generates produces euphoria and contentment. Still others contend
that the Noodlesoother contains transdermal Serotonin Re-Uptake Inhabitors. A
third school swears that the helmet's tiny, glove hands and googly eyes
are positively adorable."
Aspiration Points Needed: 5,000
Uses: One full Sim day (24 Sim hours, when the light is off, its finished)
Effect: Gives a mood boost.
If successful, you will be given a mood boost. While wearing the helmet, you
will have a faster decay of motives.
If unsuccessful, your Sim will lose all energy, pass out and other motives
will drop. When the Sim wakes, the Sim will remove the helmet.
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*Pasteur's HomoGenius Smart Milk*
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"Is your toddler moving slowly through a fast-paced world? Get their mental
engine in overdrive with Smart Milk! After a Smart Milk bottle-feeding, your
little guy or gal will start learning to walk, talk and potty-train like an
Olympian."
Aspiration Points Needed: 7,500
Uses: 5
Effect: Decrease time need to teach a toddler to walk, talk and potty-train
If successful, the toddler learn to walk, talk and potty-train faster than
usual
If unsuccessful, your toddler will throw up and lose a random skill point. The
Aspiration is based on the adult who prepared the milk.
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*Cool Shades*
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"Eyes are the windows to the soul, and these Cool Shades provide the most
effective window-dressings for your Sim's inner cool. Socially awkward? Just
slip on some stylish eyewear and power your way smoothly though any social
interaction."
Aspiration Points Needed: 10,000
Uses: 5
Effect: Success rate of Social Interactions will increase
If successful, first social interaction with cool shades has an higher effect
whether it is good or bad.
Is unsuccessful, there are no side effects.
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*The Eclectic and Engimatic Energizer*
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"Does your Sim need a little pick-me-up? The technology that powers The
Energizer is puzzle wrapped in an enigma, held together with copious amounts
of duct tape and bits of twine, and reported to be beyond the ken of mortal
Sims. Bit all you need to know is that a quick visit to the Energizer will get
your Sim's motor running! Only five uses allowed for this addictive item."
Aspiration Points Needed: 14,000
Uses: 5
Effect: Refills your motives five times before you have to buy a new one
If successful, all needs will be maxed out
If unsuccessful, all needs will bottom out but your Sim won't die.
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*Thinking Cap*
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"Also known as "Thinking Person's Silly-Hat-With-A-Lightbulb," the Thinking
Cap allows for a free flow of ideas in both directions, increasing skill
building abilities and the ability to both teach and learn. Wear with caution
- extended use of the Thinking Cap may cause enervation, loss of skills, and
possible surface burns to the scalp.
Aspiration Points Needed: 16,000
Uses: One full day (24 Sim Hours)
Effect: You gain skill points faster, as well as teach and learn faster from
objects that teach things.
If successful, your Sim will learn at double the normal rate. You teach
toddlers at a faster pace. You will teach at double the rate.
If unsuccessful, your energy will drop, your Sim will pass out and you will
lose a random skill point.
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*SimVac*
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"The SimVac puts the "suck" in succubus! Equip your Sim with the SimVac, and
look for an unwitting victim ... err ... we mean, a willing individual with
whom you share a friendly rivalry. Operate the SimVac on them and watch as you
... liberate ... their Aspirations an Skills and make them your own."
Aspiration Points Needed: 17,500
Uses: 5
Effect: Take either Aspiration Points or Skill Points from one Sim and give
it to you
If successful, your Sim will either take Aspiration Points or a Skill Points
of your choice from a target Sim. You'll lose relationship points with the
target Sim and cancel a love or a crush. You will take 3000 Aspiration Points
if the target is controllable but the effect will be random for a non
controllable Sim (townie)
If unsuccessful, the target Sim will do what was intended to do to them. This
means that the reverse will happen. The target Sim drains your Aspirations
Points or a Skill Point and your motives will go down.
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*Love Tub*
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"Who can resist the sensual appeal of soft lighting, warm water, and sizzling
romance? Just about no one if they're soaking with your Sim in the Love Tub,
that's who! No need to check to see if your Sim's skin is getting pruny,
either ... when the candles go outs, it's time to retire to a private place.
Ahhhh yeah!
Aspiration Points Needed: 20,000
Uses: Four Sim Hours (When the candles go out, it is a normal Hot Tub)
Effect: Romantic Interaction in the tub is a guaranteed success
If successful, Interactions in the tub will succeed more often and you net
more relationship points because of this.
If unsuccessful, there are no harmful side effects.
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*Elixir of Life*
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"Perfect for those who like their idle water-cooler chats to go on for ages
... literally! Gather round this decorative glass urn and sip the sweet nectar
of prolonged youth as your Sims resists aging."
Aspiration Points Needed: 30,580
Uses: 5
Effect: Gives your Sims few extra days before turning elder
If successful, you will have an extra 3 days before your turn elder. That
means that if your have 15 days before you are an elder, you now have 18 days.
If you have just came from the teenager range (i.e. 29 days till elder), you
will not revert to the teenager age group, you will have 29 days before you
are an elder. There is no change. The max you can push it up to is the age
you have to grow. Therefore, you have no 32 days only 29.
If unsuccessful, you will get 3 days closer to elder. That means that if you
are 15 days from being an elder, you will have 12 days left. If you have less
than 3 days before you turn elder, you will be pushed into the next age group.
If you are 3 days before you die of old age, you die.
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