The Cabal Rises

Big thanks to the EA Content Creator Network for providing a key for this kit.

A few years ago, I created 11 episodes of a vampire saga called “Lucy and the Vampires”. To sum up: young Lucy Cabrillo joined a small clan of vampires whose time together was all too short. A forbidden act by her vampire sire broke their tiny family, leaving Lucy adrift and without companionship in a harsh world. Until now.

Years later, Lucy has become the third member of another trio, alongside aged vampire Agneta the Grey and the medieval-era Joshua of Dale. And the three are the perfect choice for shouting out the fun, versatile Goth Galore Kit.

Cheery, creative jock Lucy has been betrayed and abandoned, leaving her wary and hard. Agneta, a thousand-year-old vampire warrior, knows no other way but sword and fang. Joshua is kinder than them both, but his poet’s heart embraces the darkness as if it was a deity to worship.

A young female vampire in Goth Galore Kit attire.
Lucy is no longer a baby vampire, innocent and naive.
Two vampires, one female and one male, in Goth Galore Kit attire.
Agneta and Joshua prepare for one of the hundreds of sparring sessions they’ve held over the long years.
A female vampire in Goth Galore Kit attire is ready to fight.
Agneta strikes first, as usual.
A male vampire in Goth Galore Kit attire, ready to fight.
Joshua doesn’t hold back in response — otherwise, Agneta would easily destroy him.
A female vampire about to strike.
Agneta prepares a winning blow – or so she thinks.
A male vampire in a sparring fight.
But today, Joshua prepared a new trick: his ability to mesmerize his opponents.
A female vampire watching a fight ending.  Joshua has defeated Agneta.
The surprise is enough to break Agneta’s focus. Down she goes.
Lucy and Joshua in conversation.
Afterwards comes the discussion — how to do better, how to fight and win.
Three vampires in conversation.
Strength is all that matters when the darkness calls.
Strength is all that matters when the darkness calls.

The Goth Galore Kit works wonderfully with items from Realm of Magic, Vampires, and even basegame — it’s detailed, well textured, and fantastic for all your darkness-worshipping creatures. Thanks again, EA!

Pick up the Goth Galore Kit here or through the EA app!

The Seven Deadly Sins Challenge (2023)

It’s time for an overhaul of my Seven Deadly Sins Challenge for the Sims 4! The game has come a long way since I last updated the challenge in 2020 — our sinners need some love (and therapy)!

Let me offer a few caveats right off the bat:

  1. You cannot fail at this challenge. It’s about sinning. If you skip, cheat, or change any of the stages, that’s fine! The one thing this challenge isn’t about is following the rules. No pack requirements, no lifestage length requirements, no requirements period.
  2. If anything squicks you out or makes you uncomfortable (or even just bored), don’t do it. Sims 4 is for fun, period. Your tolerance for Sims’ bad behavior may vary.
  3. I don’t mention either pets or livestock because I don’t involve them in the challenge. For animals, it’s best behavior or no behavior at all.

The Challenge:

This is a seven-generation legacy challenge in which one (or more) Sim per generation embodies each of the classic deadly sins: Sloth, Pride, Lust, Envy, Gluttony, Wrath, and Greed. Each generation includes suggestions for traits, aspirations, careers, and bad, bad behavior, but don’t feel limited by my ideas! Enjoy the cathartic drama!

If you’d like to show off your gameplay on social media or the Gallery, I’ll find it easily at #7deadlysinssims4

Generation 1: Sloth
No real career. No degree. Your Sim has to make and raise an heir, but beyond that, they just slide through life. Enjoy napping, drinking juice on the beach, sleeping, neglecting your heir, and going with the flow.

Suggested Aspiration:  Any.  They just won’t care.  If you have Island Living, “Beach Life” is a great option. Fabulously Filthy is another great choice.
Suggested Traits: Lazy, Slob
Suggested Career: Odd Jobs and Part-Time Jobs only
Additional Slothful Suggestions:
Never use “Work Hard.” When people come to your Sim’s house, never ask them to leave. Sleep on the beach. Skip work and/or school whenever your Sim is in the mood. Leave bowls of food on the ground for your toddler heir. Back float in the ocean. Give your Sloth some roommates! Leech off their constant baking, never clean anything, fart during every conversation. Another potential storyline? Lazily find the romantic Sim who will take care of you. Maybe there’s a Sugar Sim out there with neat/family-oriented/ambitious traits whose life you can ruin with your apathy!

Generation 2: Pride
Maybe it’s because their parent was such a lump of nothing, but this generation wants to sparkle. This generation’s Sim will be famous, beloved, and in every way more interesting than their Sloth parent…and they’ll step on anyone to get there.

Suggested Aspiration: World-Famous Celebrity
Suggested Traits: Self-Absorbed and Self-Assured, High Maintenance, Ambitious
Suggested Careers: Acting, Entertainer, Style Influencer, Social Media
Additional Prideful Suggestions: Give them “plastic surgery” with cas.fulleditmode when they become a teenager. If you have Get Famous, rule Drama Club from childhood onward with an iron fist. Only make an heir with another celebrity. Send them to multiple Starlight Accolade ceremonies and make them curse and throw drinks when they lose. Live at the spa — you deserve the pampering. Steal the Stars of other celebrities (you can do that, right out of the ground!). Spread rumors. Dazzle. Win.

Generation 3: Lust
With all the resources passed down by their famous parent, this generation wants to have fun. They never settle down, they enjoy the thrill of cheating and they break hearts with glee. It’s about pleasure and conquest. Feelings? What?

Suggested Aspiration: Serial Romantic, Villainous Valentine
Suggested Traits: Romantic and Noncommittal
Suggested Careers: Any freelance career, Entertainer, Artist, Social Media, or Athlete
Additional Lustful Suggestions: See how many kids your Sim can bring into the world. Dance with everyone at Prom except the date that brought you. If you hire a nanny or a butler, find out if they’re up for seduction. See if your Sim can achieve every WooHoo option in the game. Find out how long it takes for any of your partners to realize they’re only one of a crowd. When someone breaks up with your Sim, win them back — and then cheat again, because that’s just the sinner you are. Break up other couples whenever you can — great romance is for you, not anyone else.
Update Notes: OK, I will talk about a NAP from Eco Lifestyle here. “Free Love” is great, but it makes this Sim not terrible as opposed to terrible. It’s your sinning challenge — you do you! But Free Love takes the bad out of bad behavior.

Generation 4: Envy
Whatever someone else has, this generation wants. They’ll lie, cheat, steal, dig, and plunder tombs to acquire important objects they shouldn’t have, just so no one else can have them. They’re special, and they show it through their possessions.

Suggested Aspirations: Curator, Fabulously Wealthy
Suggested Traits: Kleptomaniac and Jealous
Suggested Careers: Any! Work through as much of the Jungle Adventure gameplay as possible. If you don’t have Jungle Adventure, lean in to the Kleptomaniac trait and steal, steal, steal.
Additional Envious Suggestions: Why would you steal TVs and chairs when you could steal things that are important to other people? Look for art, cultural artifacts, trophies, and personal items. Steal from every museum, beat up Father Winter for gifts, and never give anything back. Set up a museum of infamy in your Sim’s basement. Become a vampire so no locked door can stop you. This generation is all about taking.

Generation 5: Gluttony
If the previous generation liked to take, this generation likes to consume. This isn’t necessarily about food — it’s also about overdoing it with nectar, woohoo, travel, partying, and whatever else tickles your Sim’s fancy. This Sim is here for a good time, not a long time.

Suggested Aspiration: Master Chef, Master Mixologist, Expert Nectar Maker
Suggested Traits: Glutton, Party Animal
Suggested Career: Culinary (either branch)
Additional Gluttonous Suggestions: Here’s where that “Free Love” NAP from Eco Lifestyle shines. Make out with ALL the people. Try to learn all the recipes in game. Throw Gold-rated dinner parties. Create a club dedicated entirely to food, drink, woohoo, and revelry, and see how long your Sim can keep a gathering going. If you have Island Living, earn the elusive Gold at a kava party. Skill all the way up in Dance. Throw every possible Social Event. Make ALL the nectar money. Run a food stall full of wildly overpriced items. Experiment with pufferfish. Celebrate, regardless of the consequences!

Generation 6: Wrath
This generation isn’t content with consumption — it wants to conquer. This generation takes what it wants through violence, scheming, and other nefarious activities, and if everyone hates them, that’s just fine. Wrath doesn’t want any friends.

Suggested Aspiration: Public Enemy
Suggested Traits: Mean and Hot-Headed
Suggested Career: Criminal (either branch), Secret Agent (Villain branch)
Additional Wrathful Suggestions: See how many enemies your Sim can acquire. If you have Strangerville, buy a ton of listening devices and bug everyone. Blackmail all the way! Make prank calls, send chain letters and spam money requests, cheat on your partners. See how many deaths your Sim can inspire! Always fight Father Winter for presents. Level Mischief to 10 and be a general nuisance whenever you can. Whatever is rude, vile, violent, uncouth, or smelly, do it. Fight everyone, all the time. Given the extra scare factor of Werewolves, consider adding that to your gameplay. Channel your Sim’s inner Greg!

Generation 7: Greed
This generation takes materialism to the extreme. While nearly every sin contains some aspect of greed, it’s time to spend your last generation securing your Sim’s financial and material legacy.  Build a fortune so amazing that it covers your family’s no doubt expensive legal fees.

Suggested Aspiration: Fabulously Wealthy or Mansion Baron
Suggested Traits: Snob and Materialistic.
Suggested Careers: Business (either branch), Politician (Politician branch), Tech Guru (either branch)
Additional Greedy Suggestions: Never waste a simoleon. Keep those lights off when you’re not in the room. Never use the thermostat from Seasons. Go to the Flea Market and Haggle. Try to eat at other people’s houses and events, not on your own dime. Take advantage of bar specials. Sell whatever you scrounge or make, unless it fits your Sim’s vision of their legacy. If you choose Politician for your Sim, use that influence to the fullest — your real cause is YOU. If you have Get Famous, buy a Vault and enjoy all the money-loving activities it allows. If you have Eco Lifestyle, just yawn and roll your eyes at all those eco-freaks running around with air vacuums. You’re in your air-conditioned mansion, and when someone has to go cough in the smog, it’s your butler, not you. Totally have a butler.

For all generations:
If you have the right packs, consider which Occult Sims might be fun. Vampires wrathfully turning the whole town into bloodsuckers? Slothful Mermaids who never want to set foot on land? Gluttonous Werewolves who eat eat eat?

For children and teens:
Lean into those defining traits early. Coast through high school. Have constant detention. Hack and do mischief from the school computers. As a child, rule the playground. Start a club so your little friends can do your chores. Be sassy! Keep it age-appropriate, but you can always sin early, sin often.

And that’s sinning & simming! Check out my content at https://twitch.tv/sim_michele, https://simmichele.com, or https://instagram.com/sim_michele. Thanks for reading!

A Council of Witches

(This immediately follows my most recent WCPS video, “The Weatherby Witches.” tl;dr: while interviewing Sadie Weatherby at Weatherby Hall, Lacey Turner and Sadie were surprised by the Sage of Mischief and his summons for Sadie to visit the Realm.)

Samantha Weatherby’s rose-tinted spirit slipped through Weatherby Hall’s outer wall and half the kitchen before hovering at her great-great-great niece’s side. “She’s gone, finally. Your friend is loyal, Sadie dear. That isn’t a bad thing. And there’s no sign of the spellcaster.”

Other spirits, embodied and not, surrounded Sadie at the worn kitchen table. “Drink, drink,” Aunt Esmerelda said. A cup of steaming tea immediately materialized beside Sadie’s clasped hands.

Sadie wrapped both hands around the warm earthenware mug, but made no move to drink. “Auntie, I don’t need to sleep right now.”

A tiny gust of chilled air slipped along Sadie’s face, the Esmerelda-equivalent of a cheek pinch. “It’s not the go-to-sleep blend. It’s the blend that’ll help you cope with that spellcaster trespasser. And your spirit-seeking friends, now that Lacey’s seen the trespasser as well.”

Dishes rattled on the kitchen shelves along with the spirits’ anger. “Trespassing. A sage hasn’t tried that nonsense in an age,” said Great-Aunt Laureline. “We’ll hex him so hard he can’t use a doorknob.” Her purple-tinged spirit quivered in indignation.

“And have all of the Realm casting their foolishness at us? No thank you.” Great-Grandmother Isabella chose to manifest in her physical form, still swathed in her heavy widow’s weeds of a century before. “Sadie, you will find out what the fool wants, and we’ll get the other sages to calm him. That’s their function, is it not?” An irritated snort followed the words.

“It is,” Samantha said, as Samantha always said when Isabella made a proclamation. “You’ll do exactly that, and it’ll all be fine.” Another rush of cool air, Samantha’s reassuring hand, passed through Sadie’s left shoulder.

“I have to work first.” Sadie said. She sipped her tea in silence as the rest of the room’s occupants exploded into loud opinions. She let the hubbub fade before adding, “It’s all planned. We’re investigating that old summer camp. I’ll leave tomorrow. When it’s done, I’ll go to the Realm and do as you say.”

“So cheeky,” Great-Aunt Laureline said. “I’m disappointed, child. Disappointed.”

“You’re always disappointed,” Esmerelda snapped. “Sadie, promise you’ll finish the work as soon as you can? The spellcaster might return.”

“And you can’t fight him off?” Sadie raised one eyebrow as she regarded her formidable kinswoman.

“I can.” Esmerelda’s toothy smile grew as her spirit gained a reddish hue. “But I’d prefer to not start a war. And I would.”

“Sadie, drink your tea,” Isabella said after casting Esmerelda a quelling glare. “And — ladies, let’s set up a perimeter, yes? Let’s not have any other strange appearances tonight. Or wars.”

Esmerelda let out a dramatic sigh. “If you insist.” The spirits of the Weatherby witches slowly disappeared, most with a final reassuring cold pat to Sadie’s arm or head. Sadie remained at the table and sipped her tea. The cup trembled in her shaky grasp.

We’re Gluttony, bitches!

We haven’t had a two-people-one-Sin situation yet, not until now. We’ve had competitions in other Let’s Plays to see who might be the heir, but we’ve never had TWINS so well suited to a particular task. Bun (Bunuelos) and Pan (Empanada) are perfectly suited for Gluttony, and so they both get to rule the party roost.

A note on names: Bun and Pan’s mom Jazmin (Envy) hooked up with the twins’ father in Selvadorada when barely a young adult, and in her then-ignorance, decided to go with “Selvadoradan names that sound pretty” rather than doing some research. Sooooo, she accidentally named her kids after food. She’s sort of like someone who gets a tattoo of a Chinese character, thinks it means “courage,” and never finds out that it really means some sort of chicken. Whoops!

Bunuelos, a couple of hours before a terrible hangover.

Empanada, after the hangover has arrived.

Bun is more social, more edgy and reckless. Her favorite “gluttonies” are drinking, drugs, and attention, as opposed to her brother’s desire for escapism, ecstatic dancing and music, and companionship (he likes drinking too). They’re already planning life after high school — they’ll use their inheritance to buy a restaurant and make sure it’s the most fun, ridiculous, alcohol-soaked, inhibition-free foodie playground EVER.

All they have to do now is graduate and not get arrested quite yet.

What Almost Was

We came so close to doom. So close, and if we hadn’t turned it around through compromise, work, and loss, I wouldn’t be sitting here scolding my grandchildren about playing in the garden. They look to me with bright, curious eyes, barely abashed. I can’t make myself scold them too strongly — they were raised with confidence, not fear. I’d rather rip out my own heart than break that sunny surety.

My grandparents lived in a time of such great fear. Even I don’t know how to feel that afraid, that certain that the future would be so much worse than the present. They feared disease, the rising tides, poverty, and each other. They closed their ears and eyes until they could only hear their own panicked heartbeats. I feel so sorry for them. Then, after sorrow, immense gratitude.

Why? Because it changed. They changed. I don’t know what turned it around. I don’t know what made them open their senses to each other, to see how interconnected we all are. The bravery, the sheer vulnerability — there’s a reason we treat Founders’ Day with such awe. It’s deserved. Every rite and song, deserved and far too little.

Now we don’t fear, we plan. We learn and implement. My son fixes solar panels on our neighbor’s farm, and for that, we receive vegetables and milk. My daughter trades her woven rugs for seeds. Her wife maintains our water stores and hatchery. We sell medicinal flowers at the Gathering Place, and my grandchildren don’t know where work ends and play begins.

Today’s a sunny day. I rock in my chair after waving the children back to their games. Later, I’ll can tomato sauce and spicy peppers, and preserve some lemons so we can taste that salty brightness all the year through. For now I think I’ll take a little nap, though. We can do that now. I know I am cared for as I sleep.

That Pesky Little Name Thing

In the world of the Deadly Sins, consequence is king.

Randy Chase Goth (Lust) and his daughter Jazmin (Envy) burned every bridge with their family of origin because of betrayals and lies. Lust’s mother Grebetta (Pride) played a long, tough game, but in the end, the truth came out. She died alone and de-vampirized, a weakling, pride-free.

Jazmin played her own long game — stealing from acquaintances and businesses and smiling prettily while she lined her pockets in Selvadorada. She robbed tombs and museums, plucked relics from their sacred ground, and kept it all for prestige, power and the sheer joy of owning something no one else could have.

Unfortunately, she became a little TOO brazen shipping artifacts home from Selvadorada. Arrest followed, then a short trial followed by a brief jail sentence. ‘Jazmin Goth’ was placed on every no-fly list, and her likeness is posted over the bar in Selvadorada’s main square. Do not trust this woman. Solid advice.

But Jazmin isn’t the embodiment of Giving Up. Envy will always drive her, which means showing off her few remaining ill-gotten gains in the museum she’s always dreamed of opening. It’s ready. It’s good to go. But ‘Jazmin Goth’ would never be able to open the museum to visitors, not with the sort of scrutiny that would be aimed her way.

Someone else might have different luck…

Her great-grandmother Kori (Sloth) made her fortune as the lazy, but loving mistress of powerful men. Jazmin decided to up the stakes. She tracked down the last single scion of the powerful Landgraab family — Marshall Landgraab.

Marshall wasn’t ready for Hurricane Jazmin to enter his life. Despite their ten-year age difference (her 40 to his 30), she brought a joyous, youthful energy to his routine, dull days. She quickly found her way into his bed, his every thought, and then his house, courtesy of a quickie engagement and elopement.

Jazmin Goth can’t open a museum or travel to Selvadorada. But perhaps Jazz Landgraab can.

Marshall demanded an heir — he got one. She brought her teenage twin hellions into his life, for better or for worse. And now, she’s getting ready to dye her hair, pop in some brown contacts, and head to Selvadorada again — tombs are still waiting for her special Envious touch.

Murky Hollow

Text reads:  "Welcome to Murky Hollow, Population 24...23...22...  A Sims 4 Storytelling Project.  Twitch.tv/sim_michele

One of the most popular things I do on Twitch is collaborative storytelling with the chat community. We start with an idea, and I’m the one who translates it into a build, but we work together to come up with the character traits, the relationships and potential tension points, and the ways the story might go. Community members make the actual characters. It’s SO much fun to brainstorm and then bring ideas to (pixelated) life.

Our latest collaborative project is “Murky Hollow,” the total replacement of Forgotten Hollow’s five lots and vampire residents with a colony of desperate survivors fleeing the “Children of the Cowplants” (again, decided together on stream). In Murky Hollow, these survivors from all walks of life have banded together to make a new home and take! a! stand!

Mayor Isamu — no one knows the rest of his given name — is a horticulturist from Mt. Komorebi. Why he was in the Forgotten Hollow area, why he doesn’t try to go home…all of it is a mystery. But in the chaos surrounding the initial cowplant attacks, he rose to leadership based on his strategic thinking, empathy, communication abilities, and surprisingly kick-ass combat skills. Pretty good for a gardener!

As for what the colony looks like, who lives there, and how it operates — we’ll figure that out together. Stay tuned!