Adventurer Chance Cards
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1) Ambassadors Intern
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<Sim> is following his/her standard morning routine take care of things for the ambassador, who is out of town, when trouble strikes the embassy. The local population is most displeased with the ambassador's dietary habits - apparently, grilled cheese is not an acceptable food for many people in the country, for reasons unknown. <Sim> must make a decision to fix the situation. Should he/she remove grilled cheese from the menu to appease the local population, or is it his/her duty to keep grilled cheese for the ambassador at all costs?
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No more Grilled Cheese
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Success: Promoted to Spelunker
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65% chance
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Failure: Get Fired
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34% chance
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Grilled Cheese Forever!
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Success: +§350
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34% chance
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Failure: -§250
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65% chance
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2) Spelunker
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<Sim> stops atop a large hill looking into a vast cave, and perhaps the greatest discovery find by an adventurer in the last century. He/She is eager to begin spelunking, but unfortunately, a small group of environmentalists are not too happy about his/her foray into the cave, as they believe is contains a rare species of worm that may become extinct if their habitat is disturbed. <Sim> doesn't want to hurt any worms, but he/she also doesn't want to miss out on what could be on of the last unexplored caves. What should <Sim> do?
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Enter the Cave
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Success: Promoted to Multiregional Sim
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50% chance
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Failure: -§275
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49% chance
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Abandon the Expedition
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Success: +§350
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49% chance
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Failure: Get Fired
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50% chance
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3) Multiregional Sim of Some Question
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Around the turn of the century, Gregory Landgraab, a humble school teacher, suddenly came into a great deal of money and became one of the wealthiest landowners around. This was never explained, though many theories suggest foul play and the Ministry of Adventure has tasked <Sim> with solving the case, once and for all. After a great deal of research, <Sim> believes one of two people will have the answers he/she needs: Spencer Oswald, the Landgraab's accountant, or the local fortune teller, the gypsy. Who should <Sim> bring in for questioning?
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Spencer Oswald
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Success: +1
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85% chance
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Failure: Demoted to Spelunker
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14% chance
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The Gypsy
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Success: Promoted to Sea Excavator
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14% chance
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Failure: Demoted to Spelunker
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85% chance
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4) Deep Sea Excavator
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Deep Sea Excavator Pierre Le Foog, discoverer of several sunken ships filled with gold and delicious sea-saly based pastries, disappeared around the turn of the century. The Ministry of Adventure wants him found. Le Foog supposedly disappeared in dangerous waters and <Sim> will need some help. The Ministry will only finance one team member, should <Sim> hire a sonar or diving expert!
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Sonar Expert
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Success: +§375
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75% chance
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Failure: -§265
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24% chance
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Diving Expert
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Success: Promoted to Relic Liberator
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24% chance
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Failure: Get Fired
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75% chance
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5) Relic Liberator
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<Sim> gracefully leaps from rock outcropping to conveniently placed rope to navigate his/her latest discovered tomb. The path ahead looks dangerous and is surely filled with traps - perhaps even with spinning blades or poison darts! <Sim> sees a large stone he/she can push onto what appears to be a pressure plate. He/She could also pull the lever inconspicuously hidden behind the one discolored monkey statue. What's the best way to proceed?
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Push the Block
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Success: +1
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15% chance
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Failure: -1
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84% chance
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Pull the Lever
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Success: +§500
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84% chance
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Failure: -§360
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15% chance
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6) Dread Pirate
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<Sim> stands on the deck of his/her ship, the S.S. Serpent, and surveys the sea before him/her. Off the port bow is a lovely cruise liner, surely filled with fabulous foods and wealthy tourists. Off to starboard is a cargo freighter that may contain an even richer bounty, though <Sim> won't know until he/she can investigate the crates. There's only time to overtake and capture one of the ships - what order should <Sim> give?
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Hard to Port!
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Success: +§1,200
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85% chance
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Failure: Demoted to Relic Liberator
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14% chance
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Hard to Starboard!
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Success: Promoted to Warhead Disarmer
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14% chance
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Failure: -§800
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85% chance
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7) Warhead Disarmer
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<Sim>'s team takes a fieldtrip to the local ballpark to watch a game - a well deserved rest after a full weak of warhead disarming. Suddenly, a panic ensues as the announcer warns the crowd of an imminent explosion - somehow the wires for the gigantic television screen in the stadium became crossed with the wires for the nacho cheese distribution machine. The whole stadium is going to blow sky high! The seconds are ticking down as <Sim> assesses the situation - it looks grim. <Sim> can order an evacuation, or try to dismantle the wiring. What's the call?
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Order the Evacuation
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Success: Promoted to Hostage Negotiator
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15% chance
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Failure: Get Fired
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84% chance
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Dismantle the Wiring
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Success: +2
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84% chance
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Failure: -§4,000
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15% chance
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8) Hostage Negotiator
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<Sim> is leaning on the squad car enjoying a sandwich when the chief calls his/her on the radio - apparently, the criminals inside have calmed down and are ready to negotiate. <Sim> wipes the mustard from his/her lips and calmly strolls inside with his/her hands up. After a few minutes of talking, the criminals' demands are explained - they want helicopters to fly them out of town, packed lunches for every member of the group, and 1 million Simoleons. <Sim> isn't sure whether to use reverse psychology or condescension to talk them out of it - how should he/she proceed?
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Reverse Psychology
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Success: Promoted to Sim of Mystery
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75% chance
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Failure: Demoted to Warhead Disarmer
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24% chance
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Condescension
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Success: +1
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24% chance
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Failure: -§7,000
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75% chance
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9) International Sim of Mystery
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<Sim>, the finest International Sim of Mystery alive, is ordered to the frigid country of Kaltumbra to investigate their rumored galactic weapons research facility. By using disguises and his/her expert knowledge of the Kaltumbran language, <Sim> is able to infiltrate the facility. It is here that he/she makes a startling discovery - the Kaltumbrans are going to launch a team at any moment to man their Orbital Pulsatronic Weapons Platform on the Moon. <Sim> can either steal their shuttle, or use a computer virus to cripple their computers managing the launch sequence - time is of the essence!
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Steal the Shuttle
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Success: Promoted to Space Pirate
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15% chance
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Failure: Demoted to Hostage Negotiator
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84% chance
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Use the Virus
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Success: +§15,000
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84% chance
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Failure: Get Fired
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15% chance
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10) Space Pirate
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<Sim> slowly paces the desk of his/her solar dreadnought when suddenly, without warning, the ship's klaxons begin to sound and the crew members run for their battle stations. "Situation report Mr. Wu!" yells <Sim>. "Two ship Sir/Madame," Wu replies. "One appears to be fleeing, the other is another pirate vessel." <Sim> faces a tough decision - does he/she attempt to capture the fleeing ship before competing pirates, or should he/she act as the valiant savior and attack the pirates to protect the fleeing vessel?
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Capture the Vessel
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Success: +§25,000
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85% chance
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Failure: -§25,000
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14% chance
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Attack the Pirates
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Success: +§32,000
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14% chance
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Failure: Demoted to Hostage Negotiator
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85% chance
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