Time Lords (Patreon)
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Ok, this mod has now enough features to be released. I plan on adding more but the base is there. So, here are the Time Lords, and I took out of the Gallery my 9th Doctor for the occasion.
How to turn a Sim into a Time Lord:
It must be an Alien. Simply click on your Sim and select "turn into Time Lord"
Time Lords are different from other Aliens under many aspect. They have a superior biology, as such, they don't get tired much. They're a lot more smart, and have a huge skill bonus for all the mental and athletics activities. They're immune to temperature and illness. They're mostly immune to food poisoning (their body is going to remove the intrusion before it gets worse) they are mostly immune to the Mother Plant control in Strangerville. They have Time Sense, a motive that it's used to perform a number of powers, and they're natural telepath. Once your Sim is a Time Lord, the needs bar will change:
and they'll have a new pie menù with new options:
Astral Projection - can have various outcomes good or bad depending to where your time Lord is going to end. It can vary from nausea to a huge bonus in the fun gain or creative skills gain, or restore regenerative power. Astral Projection consumes Time Sense.
Revert Timeline - consumes regenerative power to reset age progress, on the contrary, Forward Timeline adds days to the age progress to restore regenerative power.
Isolate External Stimuli - locks all the states but the Time Sense to allow the Time Lord to focus on more important things.
Detox - they can detox if poisoned
Check Time Flux - just what it says, the Time Flux is not always the same, and it's not always going to affect the Time Lord in the same way... Messed up timelines are going to make them feel bad. This is something only Time Lords can feel.
They also have some special options with other Sims:
Right now, they can ask for telepathic connection and for DNA (Dna is needed to create a MetaCrisis, more on this later). Now, other species cannot handle telepathy very well, so a Sim connected to a Time Lord is going to feel all the Time Lord feels. They cannot ask another Time Lord for this because they're naturally connected with each other and when near each other, they don't need to talk to fill the social need, they communicate with telepathy. Same happens for a successful connection with another species, it's not so easy to success though (it should always succeed with Vampires, since according to DW lore, Vampires and Time Lords share the 90% of DNA). Also, this kind of connection lasts 2 days.
Now if a Time Lord happens to die...
Grim will bring him back, and at this point, the Regeneration Power will start going down, and push a regeneration. It can be avoided by clicking on the terrain and creating a MetaCrisis, this will create a part Alien - part Time Lord with some Time Lord abilities but different personality. It can also be avoided by rushing to a regenerative coma. Time Lords have, right now, 12 regenerations they can use. If the bar goes too down, the Time Lord will regenerate:
They'll lose all personality traits, and probably jump one of two ages, and you get a pop up to go in CAS and change the aspect. It's a good idea to activate cas.fulleditmode before this point to change everything you want (I don't seem to find a way to call the full CAS from the game)
After the regeneration, the regenerative power will fill again.
They also have a couple (for now) of special social interactions (I plan on adding more powers and more socials in the future)
This mod requires the XML INJECTOR
Forgot the String Tables again.... BTW I'd like to know if someone finds my Easter egg.
LANGUAGES:
French (Arzaz - I got 2 translations for this, I picked the one who arrived first)