Sims 3 Super Powers Mod
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Updated on October 31st, 2020 by Anastasia Maillot: The modding and custom content community for The Sims 4 is one of the most active ones in the world, with super dedicated creators. With the recent Journey To Batuu game pack and Eco Lifestyle expansion in 2020 having been a major disappointment for many simmers, mods are the go-to way to make the game actually bearable to play.
A feature that has been requested by a portion of the franchise's fans for a long time now is having the possibility to become a superhero in the game. While it's a bit of a niche gameplay feature, it's an interesting thought, since superheroes have become such a mainstream aspect of pop culture.
Because dance crazes from many years ago never truly fade away, it's no surprise they made their way into The Sims 4. Dancing is already part of the game, but the moves are, for lack of a less strange phrase, super basic. Add a little flair to your dance parties with a variety of ever-improving dance fad mods.
Properly called Lifetime Aspiration Benefits, superpowers are new abilities you can apply to Sims to make their lives easier, and/or give them special commands that only they can use. These don't precisely break the rules of the game, but they do greatly affect them and can make some Sims operate quite differently than they had been.
To access superpowers, you need to become intimate with a new meter, called the Lifetime Aspiration meter (LAM). Wedged between the Influence meter and the Aspiration meter, the LAM is a simple vertical bar that looks very at-home for World of Warcraft players. It's almost an experience-point bar that judges how well that Sim's life is going. You get pop-ups in the corner every week that gives you a general idea of how fast the bar is filling; if your Sim says something akin to "It's been a great week!," then it filled greatly in the past seven days.
To fill the bar, you need to fulfill the Sim's daily wants. It doesn't have to be anything in particular; even fulfilling an "Eat an Omelet" want will help it out a bit. It gains faster, of course, if the wants are large, such as "Get Married" or "Have a Baby." Either way, each mark in the meter represents, for lack of a better term, a new experience level. Each level allows you to buy a new superpower.
Ah, but where are the superpowers? Open the Rewards panel (the fifth of the set), then click the Aspiration Rewards button. This is where you've previously bought things like the Weather Machine and the Elixir of Life. Now, there is a new button there displaying a silhouette of two Sims and a chest. Click that, and you go to the superpower screen.
There is a total of 16 superpowers divided into four categories that adults can buy. Kids are limited for good reason, as we'll mention in a moment. The first two categories are universal: Needs and Work. The former slows down the natural decay of given Need meters, and the latter gives certain perks for careers. For kids, any Work superpower affects their school lives, naturally.
The last two categories relate to aspirations. For example, if your Sim has the Knowledge aspiration, his possible superpowers allow him to increase his learning speed of job skills. Naturally, many Knowledge-based superpowers coupled with many Work-based superpowers will lead to insanely fast promotions.
The fourth category, in fact, is extremely special. You can now buy as the first superpower in that category a secondary aspiration. This gives you access to more wants and fears, and allows you to buy most of the superpowers related to it.
Each category has four superpowers, but if you have a secondary aspiration, the fourth one is unavailable. This is partly because the act of buying the secondary aspiration at all counts as the first level, but this is a good balance decision anyway: this way, someone who has an aspiration as their primary one still can do it better than someone who has it as their secondary, if that makes sense. A specialist, if you will.
If you ever want to change up your superpowers, all you need is the Aspiration reward called the ReNuYuSenso Orb. Reprogramming your aspiration will reset your superpowers, but there is an option to just reset them without doing anything else as well. You could exploit that to, say, buy all the Work superpowers, then get rid of them all once you reach the top of your career track and buy others that work better for your new goals.
These four years will be filled with some bumpy turbulence. But when I finally get the chance to walk across the stage at graduation and shake the hand of the Chancellor, I will prove that my disabilities are not poison, but superpowers.
Rogue is a character appearing in American comic books published by Marvel Comics, mostly in association with the X-Men. Created by Chris Claremont and Michael Golden, the character first appeared in Avengers Annual #10 (1981). In her comic book appearances, Rogue is portrayed as a mutant, a fictional subspecies of humans born with an "X-gene" that grants superhuman abilities. She is capable of absorbing the life force, attributes, memories, and superpowers of anyone through physical touch. Rogue is initially depicted as a reluctant supervillain, but she soon joins the X-Men as a superhero and has since endured as one of its most prominent members.
Rogue's early history was only revealed over twenty years after her introduction in her self-titled solo series. The backstory written by Robert Rodi established her real name as Anna Marie, though her surname remains unknown. A runaway from the fictional Caldecott County, Mississippi, Rogue is adopted by Mystique and Destiny and inducted into the Brotherhood of Evil Mutants. She permanently absorbs Ms. Marvel's psyche and Kree powers and, fearing for her sanity, defects from the Brotherhood to join the X-Men to use her powers for good. Although she would later gain full control of her mutant abilities, Rogue considers her powers a curse for many years as they prevent her from getting close to others, including her on-off love interest and eventual husband, Gambit. A white streak that runs through her hair and gloves that enable her to regulate her powers serve as Rogue's visual motif.
Rogue was first slated to appear in Ms. Marvel #25 (1979) (and artwork for the first half of the story was completed), but the book's abrupt cancellation left her original introduction story unpublished for over a decade until it was printed in Marvel Super Heroes #11 in 1992, where she absorbed her current powers permanently from Ms. Marvel. Rogue's first published appearance