6 years ago
Four Immortal Sisters Updated Rules
Hi everyone! I know this isn’t one of the most popular challenges around, but it’s one of my personal favourites, and it has been since the ts3. I figured I would expand the rules, as the ts4 conversion hasn’t been updated since GTW, and to make some tweaks/ add levels of difficulty.
Credits go to the OG challenge creator tigger89 and Scklsy for the first conversion.
Please ask me any questions you might have, and let me know if I have forgotten anything! Or if you have some suggestions!
Update July 2022
Key changes:
Premise
The general idea of this challenge is that four "sisters" care for and teach skills to the children of the fire sister, while also sacrificing other sims to the cowplant so that they can be immortal and never age up.
That's a pretty broad sort of idea, so you can take it however you want! For your personal game, you could explain the reasoning as:
- The sisters are looking to weed out the bad/evil sims and raise well rounded sims to improve the next generations
- The sisters were once immortal, but did something wrong, and as punishment a higher power has made them complete this task. They sustain their immortality with the complaint, but once they finish they can go back to being properly immortal again
- The occult species the sisters are is dying out, and this is a last ditch effort to try and reinvigorate the species
Set Up
Household
While the name is the Four Immortal Sisters Challenge, the gender of your sims doesn’t really matter - I’ll just be using sister and she/her pronouns in the guide for convenience.
They must be young adults and siblings, but they can look however you wish. The fire sister must be able to become pregnant. However, each sim has a set list of traits to choose from.
Fire Sister: Her Aspiration is Serial Romantic. Her traits are Non-Commital and Hates Children, plus one from the following list: Music-lover, Outgoing, Self-Absorbed (Get Famous).
Water Sister: Her aspiration is Painter Extraordinaire. Her traits are Neat, Family-Oriented, plus one from the following list: Perfectionist, Creative, , Child of the Ocean ( Island Living).
Earth Sister: Her aspiration is Freelance Botanist. Her traits are Active, Loves the Outdoors and one from the following list: Self assured, Vegetarian, Animal Enthusiast (Cottage Living) or Green Fiend (Eco-Living).
Air Sister: Her aspiration is Best-selling author. Her traits are Genius, Bookworm, andone from the following list: Loner, Ambitious, Overachiever (Highschool Years) or Socially Awkward (Highschool Years).
Lot and Starting Funds
For the lot, you may build wherever you like (though larger lots are recommended), and you can spend however much you want decorating and building , including using cheats to get the money to do so. Though be warned the more lavish your home, the higher the bills.
You may build your home in any way you wish and decorate it however you wish. However, I recommend having a separate space for the kids near the water sister’s room so she can get to them quickly. I also recommend giving the fire sister her own bathroom and other amenities so she can stay as far away from the kids as possible, since she’ll become tense. Or don’t! That could promote some funny gameplay.
When you start to actually play you cannot have more than 10000 simoleons. And make sure that the lifespan is set to normal
General Rules
The game lifespan is set to normal.
The fire, air and earth sister should prioritize picking up the “Mentor” reward trait so they can properly guide teenage sims.
All reward traits are fair game minus the potion of youth.
Fire:
This is the only sister allowed to leave the lot whenever and wherever she wants. She is responsible for finding and seducing townies to bring back and feed to the cowplant. However, she must try for a baby with each sims she brings back if there is an open slot in your household.
She can become the girlfriend of the sims she seduces, but she may not ever be married.
The fire sister wants nothing to do with the kids she bears. She doesn’t help raise her kids from baby to child. She can mentor them in musical instruments once they become a teen.
Permitted skills: Mixology, any musical instrument, Charisma, Comedy, Mischief, Juice Fizzing, Media Production, Dancing.
Water:
This sister takes care of all the young children, as well as the daily tasks of the home. Changing diapers, feeding, potty training, thats all her. She also can help the air sister in mentoring the toddlers in their skills if she has the time. She also does the cooking and fixes any objects that break down.
Permitted skills: Cooking, Handiness, Painting, Parenting, Baking, Cross-stitching, Knitting.
Air:
This sister assists in mentoring the toddlers in skill and helping kids and teens with their homework. She also mentors teens in the logic skill. She is also the main breadwinner and the only sister able to hold a full-time job. She may take any day job except for any where its required you follow your sim to work.
Permitted Skills: Logic, Writing, Programming, Photography, Vampire Lore, Veterinarian, Research and Debate, Robotics and Fabrication.
The air sister may also learn any other skill through skill books alone.
Earth:
This sister may leave the lot to go to the local parks to fish and gather harvestables, from 12 pm to 9pm. You may sell what you find or use them to start your own garden to offset cooking costs.
She is the one responsible for finding and growing the cowplant, as well as eventually mentoring the teens in Fitness.
Permitted Skills: Gardening,Fitness, Fishing, Herbalism, Wellness, Flower Arrangement, Skiing.
See Pack specific rules for more notes.
Winning the Challenge
So, this challenge can be gone about in a few ways.
1.There is no end goal and you play until you are bored
2. There is an “easy” end goal
3 There is a “hard” end goal
Option One
Their isn’t really much further rules to add to this one. You can take some of the rules I explain in the other options if you want to spice up gameplay, but it doesn’t really matter how hard you stick to them. You win just by playing! Congrats!
Option Two
The end goal is to have all four sisters complete their aspiration. Additionally, 10 children hit young adult and have either completed one of two goals:
1) reach level 3 in the fitness, logic and any musical instrument after being mentored by the Earth, Air and Fire sister respectively
2) Have completed a child aspiration or the first 2 stages of a normal aspiration/ a full teen aspiration (Highschool years)
You lose if:
-one of the sisters ages up
-one of the sisters dies
- one of the kids is taken by social services
Option Three
This definitely is the hardest option and is the most resembling the original rules.
The end goal is to have the four sisters max out 3 skills, compete their original aspiration, and one more from this list:
Fire:
Musical Genius, Friend of the World, Leader of the Pack or Party Animal, Villainous Valentine
Water: Super Parent* (Parenthood), Successful lineage*, Lord/Lady of the Knits(Knifty Knitting) or Big Happy Family*
*The Water Sister may leave the lot to find someone to a partner with. She can pursue an actual relationship or not, but they may not be married or moved in. Her child does not count as one of the 15, but is also not required to meet any of the expectations the 15 required children will.
Earth: Body Builder, Angling Ace, The Curator, Country Caretaker (Cottage Living), Extreme Sports Enthusiast (Snowy Escapes) or Outdoor Enthusiast (Outdoor Retreat)
Air: Computer Whiz, Nerd Brain, Renaissance Sim, Purveyor of Potions (Realm of Magic)
Additionally, the fire sister must have 15 children, who when they hit young adult, meet the following requirements
Toddler:
-level three in every toddler skill
-Goodfriends with the water sister
Children
-Age up with an A in school
-Complete their aspiration
Teen
-Age up with an A in school
-Complete two stages of their aspiration OR complete a full Teen aspiration (if you have Highschool Years)
-Reach level 3 in fitness, any musical instrument, and logic by getting mentored by Earth, Fire, and Air sister respectively
You lose if:
-one of the sisters ages up
-one of the sisters dies
- one of the kids is taken by social services
- 3 kids fail to meet the requirements when they age up to Young Adulthood
Aspirations Teens Can Complete the First Two Milestones of:
Friend of the Animals
Bodybuilder
Extreme Sport Enthusiast
Painter
Musical Genius
Bestselling Author
Master Maker
Lord/Lady of the Knits
Chief of Mischief
Master Chef
Nerd Brain
Computer Whiz
Spellcraft + Sorcery
Serial Romantic
City Native
Beach Life
Mt.Komorebi sightseer
Freelance Botanist
The Curator
Angling Ace
Outdoor Enthusiast
Purveyor of Potions
Country Caretaker
Party Animal
Friend of the World
Leader of the Pack
Credits go to the OG challenge creator tigger89 and Scklsy for the first conversion.
Please ask me any questions you might have, and let me know if I have forgotten anything! Or if you have some suggestions!
Update July 2022
Key changes:
- Reduced difficulty of "Hard mode" requirements for teenagers, increased the difficulty slightly of "easy mode" requirements for kids/teenagers.
- Support for Werewolves, Knifty Knitting and Highschool Years
- Added buying the Mentor reward trait as a must for the Earth, Air and Fire sisters
- Upped starting funds to 10000
- Swapped Cross-stitching from Air to Water.
- Gave the Earth sister Extreme Sports Enthusiast as an option for a second aspiration
- Allowed the purchasing of farm animals from Cottage Living
- I also updated the list of skills in the general rules section to reflect every available skill the sister can learn for convenience.
Premise
The general idea of this challenge is that four "sisters" care for and teach skills to the children of the fire sister, while also sacrificing other sims to the cowplant so that they can be immortal and never age up.
That's a pretty broad sort of idea, so you can take it however you want! For your personal game, you could explain the reasoning as:
- The sisters are looking to weed out the bad/evil sims and raise well rounded sims to improve the next generations
- The sisters were once immortal, but did something wrong, and as punishment a higher power has made them complete this task. They sustain their immortality with the complaint, but once they finish they can go back to being properly immortal again
- The occult species the sisters are is dying out, and this is a last ditch effort to try and reinvigorate the species
Set Up
Household
While the name is the Four Immortal Sisters Challenge, the gender of your sims doesn’t really matter - I’ll just be using sister and she/her pronouns in the guide for convenience.
They must be young adults and siblings, but they can look however you wish. The fire sister must be able to become pregnant. However, each sim has a set list of traits to choose from.
Fire Sister: Her Aspiration is Serial Romantic. Her traits are Non-Commital and Hates Children, plus one from the following list: Music-lover, Outgoing, Self-Absorbed (Get Famous).
Water Sister: Her aspiration is Painter Extraordinaire. Her traits are Neat, Family-Oriented, plus one from the following list: Perfectionist, Creative, , Child of the Ocean ( Island Living).
Earth Sister: Her aspiration is Freelance Botanist. Her traits are Active, Loves the Outdoors and one from the following list: Self assured, Vegetarian, Animal Enthusiast (Cottage Living) or Green Fiend (Eco-Living).
Air Sister: Her aspiration is Best-selling author. Her traits are Genius, Bookworm, andone from the following list: Loner, Ambitious, Overachiever (Highschool Years) or Socially Awkward (Highschool Years).
Lot and Starting Funds
For the lot, you may build wherever you like (though larger lots are recommended), and you can spend however much you want decorating and building , including using cheats to get the money to do so. Though be warned the more lavish your home, the higher the bills.
You may build your home in any way you wish and decorate it however you wish. However, I recommend having a separate space for the kids near the water sister’s room so she can get to them quickly. I also recommend giving the fire sister her own bathroom and other amenities so she can stay as far away from the kids as possible, since she’ll become tense. Or don’t! That could promote some funny gameplay.
When you start to actually play you cannot have more than 10000 simoleons. And make sure that the lifespan is set to normal
General Rules
The game lifespan is set to normal.
The fire, air and earth sister should prioritize picking up the “Mentor” reward trait so they can properly guide teenage sims.
All reward traits are fair game minus the potion of youth.
Fire:
This is the only sister allowed to leave the lot whenever and wherever she wants. She is responsible for finding and seducing townies to bring back and feed to the cowplant. However, she must try for a baby with each sims she brings back if there is an open slot in your household.
She can become the girlfriend of the sims she seduces, but she may not ever be married.
The fire sister wants nothing to do with the kids she bears. She doesn’t help raise her kids from baby to child. She can mentor them in musical instruments once they become a teen.
Permitted skills: Mixology, any musical instrument, Charisma, Comedy, Mischief, Juice Fizzing, Media Production, Dancing.
Water:
This sister takes care of all the young children, as well as the daily tasks of the home. Changing diapers, feeding, potty training, thats all her. She also can help the air sister in mentoring the toddlers in their skills if she has the time. She also does the cooking and fixes any objects that break down.
Permitted skills: Cooking, Handiness, Painting, Parenting, Baking, Cross-stitching, Knitting.
Air:
This sister assists in mentoring the toddlers in skill and helping kids and teens with their homework. She also mentors teens in the logic skill. She is also the main breadwinner and the only sister able to hold a full-time job. She may take any day job except for any where its required you follow your sim to work.
Permitted Skills: Logic, Writing, Programming, Photography, Vampire Lore, Veterinarian, Research and Debate, Robotics and Fabrication.
The air sister may also learn any other skill through skill books alone.
Earth:
This sister may leave the lot to go to the local parks to fish and gather harvestables, from 12 pm to 9pm. You may sell what you find or use them to start your own garden to offset cooking costs.
She is the one responsible for finding and growing the cowplant, as well as eventually mentoring the teens in Fitness.
Permitted Skills: Gardening,Fitness, Fishing, Herbalism, Wellness, Flower Arrangement, Skiing.
See Pack specific rules for more notes.
Winning the Challenge
So, this challenge can be gone about in a few ways.
1.There is no end goal and you play until you are bored
2. There is an “easy” end goal
3 There is a “hard” end goal
Option One
Their isn’t really much further rules to add to this one. You can take some of the rules I explain in the other options if you want to spice up gameplay, but it doesn’t really matter how hard you stick to them. You win just by playing! Congrats!
Option Two
The end goal is to have all four sisters complete their aspiration. Additionally, 10 children hit young adult and have either completed one of two goals:
1) reach level 3 in the fitness, logic and any musical instrument after being mentored by the Earth, Air and Fire sister respectively
2) Have completed a child aspiration or the first 2 stages of a normal aspiration/ a full teen aspiration (Highschool years)
You lose if:
-one of the sisters ages up
-one of the sisters dies
- one of the kids is taken by social services
Option Three
This definitely is the hardest option and is the most resembling the original rules.
The end goal is to have the four sisters max out 3 skills, compete their original aspiration, and one more from this list:
Fire:
Musical Genius, Friend of the World, Leader of the Pack or Party Animal, Villainous Valentine
Water: Super Parent* (Parenthood), Successful lineage*, Lord/Lady of the Knits(Knifty Knitting) or Big Happy Family*
*The Water Sister may leave the lot to find someone to a partner with. She can pursue an actual relationship or not, but they may not be married or moved in. Her child does not count as one of the 15, but is also not required to meet any of the expectations the 15 required children will.
Earth: Body Builder, Angling Ace, The Curator, Country Caretaker (Cottage Living), Extreme Sports Enthusiast (Snowy Escapes) or Outdoor Enthusiast (Outdoor Retreat)
Air: Computer Whiz, Nerd Brain, Renaissance Sim, Purveyor of Potions (Realm of Magic)
Additionally, the fire sister must have 15 children, who when they hit young adult, meet the following requirements
Toddler:
-level three in every toddler skill
-Goodfriends with the water sister
Children
-Age up with an A in school
-Complete their aspiration
Teen
-Age up with an A in school
-Complete two stages of their aspiration OR complete a full Teen aspiration (if you have Highschool Years)
-Reach level 3 in fitness, any musical instrument, and logic by getting mentored by Earth, Fire, and Air sister respectively
You lose if:
-one of the sisters ages up
-one of the sisters dies
- one of the kids is taken by social services
- 3 kids fail to meet the requirements when they age up to Young Adulthood
Aspirations Teens Can Complete the First Two Milestones of:
Friend of the Animals
Bodybuilder
Extreme Sport Enthusiast
Painter
Musical Genius
Bestselling Author
Master Maker
Lord/Lady of the Knits
Chief of Mischief
Master Chef
Nerd Brain
Computer Whiz
Spellcraft + Sorcery
Serial Romantic
City Native
Beach Life
Mt.Komorebi sightseer
Freelance Botanist
The Curator
Angling Ace
Outdoor Enthusiast
Purveyor of Potions
Country Caretaker
Party Animal
Friend of the World
Leader of the Pack