Another Occult idea thread
Just putting down some ideas that have been in my head for awhile. Feel free to respond with your own ideas!
Witch
Yes, they can be distinct from spellcasters.
Becoming a witch requires three femme sims to be in the same household.
All three sims must befriend a premade witch NPC to learn a spell that turns them into witches
Casting witch spells requires all three witch sims to participate. The effects are powerful, such as making one of them romantically irresistible to other sims for days, turning other sims into frogs (permanently, unless a soulmate kisses them), or turning the witches' home lot into candy.
Witch spells require ingredients to cast, and they're tricky to get. They can require things like the hair of a child, the tears of a widower, the voice of a great singer, an eye of a llama, just to name a few.
Witches sometimes gain physical traits, like a wart on their nose, green skin, or an off-putting cackling laugh.
A witch will grow envious and defiant of the coven if too many spells are cast that don't benefit them.
Android
I never liked how Servos were implemented, so this is kind of an "anti-servo".
Androids can be built with the Robotics skill after finding some blueprints in a mysterious laboratory. Save for some mechanical doll-like skin details, Androids appear to be regular sims, except they never display any emotion.
Like Servos, they have the Charge and Durability needs, but that's it. They don't have Fun or Social. They also can't gain moodlets or wants*. They can be directed by their creator or the player to carry out tasks, but Androids can't initiate most social interactions other than very basic ones*
While Sims can gain friendship with Androids, Androids don't gain friendship at all*. Their relationship panel only shows who they've met.
An Android's presence gives sims unfamiliar with them a permanent tense moodlet when they're nearby due to their emotionless and uncanny appearance.
****But when shown enough friendliness and affection, Androids gain a special aspiration to "become a Sim" in which through a series of experiments and interactions, they slowly unlock all the abilities of a normal Sim.
Whether they are fully functional is up to modders.
Elf
I honestly can't believe this occult was never officially implemented in a Sims game.
Finding elves requires a trek deep into the woods to discover a portal to their forested realm. They look almost entirely like normal Sims, except for their pointed ears.
Elves are moody, nature-loving beings. They hate being on lots where there's too many artificially-placed structures (other than their own plant-based structures). The food they eat must be uncooked, whether fruit, vegetable, or meat.
Instead of a Fun need they have Gnosis, which builds up the more they interact with animals and nature.
Instead of a Hygiene need they have Ennui, which you want to keep empty rather than full. Ennui builds up the closer an Elf is to sim-placed structures. More structures = more Ennui buildup. Returning to nature or their Elf realm depletes Ennui.
Elves have power over animals, and can inspire as much loyalty over them as a Sim who's trained their pet to its maximum ability. Elves also have special interactions with animals, in which they can direct them to attack other sims, fetch them collectibles, hunt, etc. This ability can also be used to pacify or even control werewolves.
"Half-Elves", children of an Elf parent and a Sim parent, have ears that are in-between the size of an Elf and a Sim, but whether they inherent the Elf needs is random, and they can inherit both or only one of them. They still maintain their special control of animals.