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- I had this problem when I made a spellcaster family. I don't play with occults much so I just always have trouble coming up with what careers I should give them. My spellcasters didn't have jobs, I just had one of them sell their potions on plopsy. Now with werewolves idk I might just give them regular jobs. Maybe jobs that are more fitness focused.
- Beardedgeek72New Spectator
"kaiwrysims;c-18120986" wrote:
I had this problem when I made a spellcaster family. I don't play with occults much so I just always have trouble coming up with what careers I should give them. My spellcasters didn't have jobs, I just had one of them sell their potions on plopsy. Now with werewolves idk I might just give them regular jobs. Maybe jobs that are more fitness focused.
I would be tempted to make her a freelance programmer ("Indie Game dev" fits with the vibe ;) ) but just by nature of being a werewolf I think you'll end up with "Outdoorsy" and "Active" lifestyles which will make your Sim just Diiiiiiiiiiiiiieeeee if she has to code for more than 1 minute. - Karamazov123Seasoned HotshotWhat's her personality like? What are her thoughts on occults before coming to Moonwood Mill?
I'm thinking of making a my own sim, called called Hope Treading Water. She's a troubled youth who comes to town to live with her older brother. She falls in with the Wildfangs, who want to induct her into the group because they think adding her to the pack would give her a supportive family. She ends up being turned into a werewolf against her will, but keeps her powers suppressed with substances. (I'm thinking of using apples or another fruit to represent this.) She'll grow up to work as a waitress who's saving up for college, so she can be a detective, a doctor, or the mayor. - Beardedgeek72New SpectatorPhotographer... maybe. But also journalist, writer or again, freelance coder. Anything you can work from home.
As for traits... If there are no new traits I am toying with Dog Lover as my "quirky trait" (I tend to give all my Sims one "odd out" trait like clumsy, gloomy, cheerful, what have you). Just because it would make sense that someone who is instinctively good at reading body language of canines would instinctively get along with werewolves too. - evilyn_37Rising AdventurerI leaning towards a part-time job either fisherman or laborer. Possibly supplementing that with woodworking.
I want to keep them from having a lot of money for as long as possible. So the grungy furniture makes sense. - atreya33Seasoned AceInteresting question. My first thought would be to go for a physically active career like athlete or military, perhaps even a secret agent. As a secret agent or a military soldier you could pretend to be hired for a secret operation because of your sims' special furry condition.
I could also see a werewolf being drawn to nature and choose for a career as a conservationist or a gardener.
Another way would be earning money through crafting furniture and other objects or the freelance crafter from eco lifestyle - When I'll get the pack I'll recreate my first werewolf from The Sims 3, idk if I'll already make her a werewolf with her vampire husband, or make her a teen with her parents, moving in Moonwood Mills, before becoming a werewolf.
Also I'll turn my Not So Berry sim or one of her future clone into a werewolf, bc I recreate her in The Sims 2 and she had the want to become a werewolf, but I couldn't do that, and so I unblocked that want, and now she's an elder with her brand new servo. - EgonVMSeasoned AceHmm...
A conservationist who during work ran into a werewolf and became one? That's one of my ideas free for taking. - amapola76Seasoned HotshotI have found that one of the things I really like to do with my archaeologist sims, since there's no archaeologist career, is to have them become Art Critics. (1) The hours are short, giving them lots of time to explore; (2) there are associated interactions with art work that fit well, in my opinion, with archaeologists, and (3) there are writing interactions on the computer that in my mind fit well with the idea of writing scholarly articles about archaeological sites.
So what does all this have to do with werewolves? Well, I think it would be interesting to have your sim start off somewhere like, perhaps, Evergreen Harbor, a newly revitalized PNW city, working as an art critic for the local independent newspaper/alternative weekly. They use their income and flexible schedule to fulfill their love of travel in places like Selvadorada, where they pick up archaeology as a hobby.
Once they've developed that a bit, while writing an article for the Evergreen Scene, they come across a curious bit of local lore about a mysterious abandoned (or is it?) mill town in the region called Moonwood Mill. So they pack up their tent and head off for a long weekend exploring MM and questioning the locals. But then one bright night with a full moon, they have an... encounter... with an unfriendly local named Greg. After that, everything changes, and they pack up and move to MM full time; they keep their job at the Evergreen Scene, as they are conveniently able to work from home writing articles (another advantage to being an Art Critic), ostensibly to dig deeper into a long term research article about MM (or maybe even a book!), but really, they are learning more about themselves and their new pack. - SilentK008Seasoned NewcomerA little writer/archeologist that moves to the woods in order to write about old legends. Will use CC-climbing rocks in order to build a nice cliff to climb. I love adding climbing in all the worlds. My main sim in a different save has a spouse, kids, livestock, friends and a job. I just want one little loner sim in a brand new save that howls at the moon and maybe waves to the closest neighbor for this save.
Will try to be as much off the grid as possible and there will be chickens because I love having them around. The rest of the family will probably live in Evergreen harbor. Close enough to visit during the day but my sim can drive home to blessed solitude in an evening.
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