

Level 2: Your sim gains the ability to change to werewolf form at will, but at this stage has a 50% chance of failure.


(Level 5 and under has a 70/30 split in favor of the latter, Level 6-8 has a 70/30 split in favor of the former, Level 9-10 has a 90/10 split in favor of the former.) Level 1: Your sim gains the ability to "Get in Touch with His/Her Wild Side." May receive Confident moodlet "Walking on the Wild Side" or Angry Moodlet "Stupid Wild Side", with the probability of either depending on level. Energized, Confident, and Focused are all good candidates for moods to enhance the learning of this skill. Werewolves would get uncomfortable moodlets from transforming too much, similar to the ones that come from exercising too hard.because, you know, shapeshifting is a very physical thing. Werewolves would be able to enhance their shapeshifting skills through reading special skill books, as well as through getting in touch with their wild side (basically, meditation) and using their shapeshifting abilities. Basically, just like the other skill sets, moving up in skill level will unlock new interactions, moodlets, etc. A high level shapeshifter would have a 0% chance of transforming when hitting level 2 of an emotion and a 2% chance of transforming at level 3. For example, a lower level shapeshifter would have a 5% chance of transforming when hitting level 2 of an emotion and a 10% chance of transforming when hitting level 3. A small chance (based on shapeshifting skill level) of transforming when hitting level 2 or level 3 of an emotion. Little touches like that can really add some substance to the gameplay.ĭ. Or, an uncomfortable moodlet from eating salad called "Where's the Beef?" Or an interaction called "Make Sad Puppydog Eyes" which, if successful, can get another sim to stop being mad at them. For example, a mischief interaction called "Mark Territory" (works best when confident, of course), where your sim takes a wiz on the selected tree or bush (great for taunting enemies or making new ones ). Enhancing existing personality traits is a much fresher approach!Ĭ.

Why? Because generic grumpiness for werewolves is such an old hat that Fred Flintstone wore it to his high school prom. Enhancing the effects of emotion affecting traits (Cheerful, Hot-Headed, Active, Gloomy, Insane, etc.) on the day and night of the full moon, making the moodlets generated by these traits pop up more frequently and possibly amplifying their strength by one point. Giving a sim the ability to eat raw fish, as well as adding in a new Quick Meal (Raw Meat), regular recipe (Rare Steak), and gourmet meal (Steak Tartar.if that's not already there, that is.) to their meal options at the fridge.ī. This trait would have several different effects including:Ī. The "Bestial" trait would be a special extra trait that a sim would acquire from becoming a werewolf (and lose if changed back into a normal sim).
