New career for adults: Watcher. Based on Buffy, the vampire slayer
Hello again, dear simmers. There already is a Watchers Council Career on this site. (See recommended uploads below.) It's by Lily Windsor's and I love it! However, there seems to be a bug in it that unfortunately has never been fixed, or there is a conflict with another mod in my overly extensive directory. Add to that the fact that I needed an alternative for storytelling reasons anyway, and... voilà: a brand new career for your Watchers.
In this completely new Watcher career, your Sim also starts their career with the Watchers Council, but at a certain point, they realise that their loyalty to the Slayer, the girl they love like a father (or mother), is stronger than their loyalty to a few ruthless administrators of the status quo. All levels and chance card are new. The only link to Lily Windsor's career is that it inspired me to write my own take on a Watcher career.
All levels have chance cards. The whole career is available in German and English. The career has its own GUID and should not overwrite anything. To make it somewhat distinguishable from Lily's career, the title isn't Watchers Council but simply Watcher. You already know the icon as I also used it for my Watchers Council major.
If you encounter any problems, please let me know. Of course, I welcome any other comments as well.
As far as I know, Buffy and everything associated with it still belongs to Joss Whedon.
1. Research Assistant
Mon-Fri, 9am-6pm, £302
You've completed your studies. You know pretty much everything there is to know about demons and vampires. You've even destroyed a vampire in the lab. You're ready for battle. Except your superiors see things very differently. Until further notice, you are assigned to the Watchers Council's library, where you provide field agents with important information for their missions. Actually, not even that, because half the time you're just playing errand boy for the head librarian.
2. Field Agent
Tue-Sat, 5pm-1am, £435
4 Logic, 2 Creativity, 4 Body
Finally, you get to take part in field missions. However, you soon realise that they have almost nothing in common with laboratory conditions. The very first vampire you encounter almost kills you. Luckily, you're working as part of a team. Make sure you stay in top shape and work on your logic skills. Strategy and tactics are better than luck.
3. Field Team Leader
Tue-Sat, 5pm-1am, £535
6 Logic, 4 Creativity, 6 Body
You have proven yourself as a field agent and fighter and are now allowed to lead missions. Before each mission, you should find out as much as you can about your respective enemy. Fortunately, you can pass on the research work to the guys in the library. Also work on your creativity skills, because even the best plan can go wrong and then you will have to improvise.
4. Watcher Trainee
Mon-Sat, 2pm-11pm, £540
7 Logic, 6 Creativity, 6 Body, 2 Charisma
As a team leader, you have realised that you have a knack for giving instructions. And of course, you know that there is a very special ‘weapon’ in the fight against the forces of darkness that only a few in your organisation are allowed to use. You have decided to complete the additional training to become a Watcher and are confident that you will master this advanced training. You can hardly wait for your first encounter with the Slayer.
5. Watcher, without assignment
Mon-Fri, 2pm-11pm, £648
7 Logic, 7 Creativity, 6 Body, 3 Charisma, 2 Friends
You have successfully qualified as a Watcher, but of course there can only ever be one Watcher who actually looks after the Slayer. Continue to prove yourself by honing your logic skills, and then you may be assigned at least a potential Slayer. In the meantime, you can attend the council meetings and the annual symposium in the Cotswolds.
6. Watcher
Mon-Sat, 2pm-11pm, £720
7 Logic, 7 Creativity, 6 Body, 4 Charisma, 3 Friends
You've finally been assigned a task, and not just any task. You're looking after the Slayer! If only she weren't so... rebellious. It takes a lot of effort to convince her to accept you as her Watcher. She questions almost every instruction you give her. And she constantly wants ‘time off’ to spend with her friends, parties, boys. Has no one explained to this girl what duty is? Well, that's your job now, so work on your charisma skills if you want to get through to her.
7. Unpaid Watcher/School Librarian
Mon-Fri, 10am-6pm, £400
7 Logic, 8 Creativity, 6 Body, 6 Charisma, 2 Mechanics, 2 Friends
The Tento di Cruciamentum is a test not only for the Slayer, but also for her Watcher. At least, that's what the head of the Watchers Council told you before he fired you for warning the Slayer and therefore ‘failing’ the test. The Watchers Council has already announced that they will send a replacement for you. Your Slayer has announced that she will ignore your replacement completely. You have never been so proud of her and wonder when you actually started feeling so... fatherly towards her. You are more determined than ever to protect her, so keep working on your logic and physical skills. And you will just have to make do with your much more modest salary as a librarian at the local school for a while.
8. Unpaid Watcher/Unemployed
Mon, Wed, Fri, Sat, 2am-6pm, £150
6 Logic, 9 Creativity, 6 Body, 6 Charisma, 2 Mechanics, 1 Friend
Well, now you'll have to do without your librarian's salary, because the library, in fact the whole school, has burned down. A necessary sacrifice to defeat your last enemy. You live off your savings and the interest from a modest trust fund that an aunt set up for you years ago, but you can't do much with it. On the other hand, your Slayer is becoming more and more independent, so you have a lot of free time. Just don't spend too much of it watching television. The next enemy is sure to come. In the meantime, you should continue your education.
9. Independent Watcher
Mon-Sat, 2pm-11pm, £920
8 Logic, 9 Creativity, 7 Body, 7 Charisma, 2 Mechanics, 3 Friends
Once again, your Slayer has made you incredibly proud by giving your former colleagues a piece of her mind and making it clear that the Watchers Council needs the Slayer, not the other way around. She has managed to get the Council to rehire you, but with considerably more freedom. As compensation for the missed pay cheques, your future salary has also been significantly increased. However, in all your pride, don't forget how this new situation came about in the first place. You have powerful enemies, and your Slayer will need all the help you can give her to protect her friends and family.
10. Head of the New Watchers Council
Mon-Fri, 1pm-8pm, £1040
10 Logic, 10 Creativity, 7 Body, 8 Charisma, 2 Mechanics, 3 Friends
The old Watchers Council was greatly weakened in the fight against darkness. The Slayers have no intention of following the Council's instructions anyway. Nevertheless, you believe that the Slayers need structure, training and protection, and your Slayer agrees with you. Together, you have set up a new organisation. While your Slayer manages the ‘operational business’, you are responsible for training and educating the next generation of Slayers. Despite everything, you are still traditional enough to call this new organisation the Watchers Council, only now the Slayer is part of it, as are witches, ex-demons, the Slayer's little sister and a carpenter with more combat experience than the entire old Watchers Council put together. Now you just have to find a way to finance this New Watchers Council in the long term. You still think it's unethical to exploit the clairvoyant abilities of some of its members to win the lottery. Well, it's still better than some young Slayers' idea of robbing banks.
1. Research Assistant
During your research, you stumble across an obviously outdated catalogue entry for the Pergamum Codex. You learned during your studies that this particular collection of prophecies has been lost. Do you want to delete the incorrect catalogue entry or continue researching?
A Catalogue Clean-up
Good: You delete the redundant entry from the catalogue and reward yourself with a mechanics point for your thoroughness.
Bad: You delete the redundant entry from the catalogue and almost immediately have a bad feeling. You could have at least checked the corresponding shelf first. Unfortunately, you didn't even note down the signature. So even if the codex is where it belongs, it is now truly lost. You lose a logic point.
B Investigate
Good: It doesn't take much effort to at least check the shelf, but the codex is indeed not there. Since there isn't much to do at the moment, you look around a bit and sure enough, just two metres away, the codex is sitting on the shelf as if nothing had happened. It was nothing more than a simple transposed number in the signature. The codex was never really lost, just misplaced. Your supervisor is thrilled that you found the valuable book and rewards you with two logic points.
Bad: It doesn't take much effort to at least check the shelf, but the codex is indeed not there. You decide to look around the area a bit. Maybe the codex has just been misplaced. Before you know it, an hour has passed and an important research assignment that the field agents are waiting for has been left undone. You don't have a good explanation for your superior as to why you're wasting time looking for a book that was lost decades ago, and you lose a charisma point.
2. Field Agent
Your team has had a busy night and you are already on your way home when you notice something strange: your team leader entering a dilapidated building unaccompanied, obviously careful not to be seen. You follow him at a reasonable distance and the building turns out to be a vampire den, a place where people looking for a special thrill pay to be bitten. You know that the Council tolerates such establishments to a certain extent; after all, the vampires there don't usually kill anyone, and if they do, the person in question willingly put themselves in danger. But what could your team leader be doing here?
A Report it
Good: The Council may tolerate the existence of such a place, but certainly not if one of its members frequents it. You report your team leader's misconduct. He is fired without much ado and you get his position.
Bad: The Council may tolerate the existence of such a place, but certainly not if one of its members frequents it. You report your team leader's misconduct, but discover that he was on an undercover operation. Your lack of team spirit costs you your place on the team. It will probably be a while before another team leader takes you on to their team.
B Press on
Good: You decide to look around the brothel some more and finally spot your team leader at a kind of bar. Since he's obviously not here to get bitten, you join him. He's surprised, but then explains over a drink that places like this are ideal for picking up rumours from the underworld. You gain one creativity point.
Bad: You decide to look around the brothel some more, but what you see is more than disturbing. When a skinny vampire girl approaches you and asks if she should suck you off, you turn around and flee. In addition to some disturbing dreams in the following nights, you also lose a charisma point.
3. Field Team Leader
A new vampire is in town, or rather, a very old vampire. You remember reading his name several times during your studies, also in connection with the Slayer. There is even a prophecy that only the Slayer can defeat this particular vampire.
A Request the Slayer
Good: You contact the Watcher of the current Slayer, and just one day later she arrives and sets out on the hunt under your leadership. While you and your team take out the smaller targets, the Slayer fights their master. When the dust settles, you have to admit that you probably wouldn't have made it without the Slayer. You decide to take the next step in your career and apply for additional training to become an actual Watcher.
Bad: You contact the Watcher of the current Slayer, and just one day later she arrives and sets out on the hunt under your leadership. Unfortunately, she is unsuccessful and is killed. Only afterwards do you find out that the prophecy you vaguely remembered was about the Slayer's battle against this vampire, but nowhere did it say which of the two would win. The next Slayer will surely come, but you still lose one logic and one charisma point.
B Hunt the vampire yourself
Good: The research team provides you with all the information the Watchers Council has on this particular enemy, and you and your team get to work. Although you suffer some losses, your knowledge of this vampire's motivations and weaknesses ultimately enables you to defeat him. You gain one logic point and one creativity point.
Bad: You don't think much of prophecies and decide to hunt the vampire yourself with your team. Unfortunately, the vampire thinks highly of prophecies. He easily decimates your team and then disappears, but not before leaving you a message that he is waiting for the Slayer. The Watchers Council tolerates a certain amount of losses, but you have lost half your team and still failed. You lose one logic point and are also demoted.
4. Watcher Trainee
To be promoted to Watcher, you must pass several tests. Among other things, you must write an essay explaining the role of the Slayer in the fight against the forces of darkness. But what exactly is this role, in your opinion?
A Tool
Good: Slayers come and go, but the Watchers Council remains. You write a detailed paper explaining that the Watchers Council must use all means at its disposal to keep the darkness at bay. The Slayer is just one tool among many. Your instructor seems satisfied with your work and you receive a logic point.
Bad: You've been around long enough to know what answer your superiors want to hear to this question. You write a detailed paper arguing that the Watchers Council must use all means at its disposal to keep the darkness at bay and that the Slayer is just one tool among many. Your instructor seems satisfied with your work. Nevertheless, you cannot quite suppress the little voice in your head that makes you feel guilty, and you lose one charisma point.
B Ally
Good: You write a passionate paper arguing that the Slayer is the most valuable ally you have in your fight. Even though your instructor seems more amused than convinced and gives you a C-minus, you are convinced of your point of view and award yourself a charisma point.
Bad: You write a passionate essay arguing that the Slayer is the most valuable ally you have in your fight. As soon as he reads the introduction, your instructor can't stop shaking his head. He ultimately comes to the conclusion that you need much more field experience before you can become a Watcher and gives your place in the training programme to one of your colleagues who holds more agreeable views.
5. Watcher, without assignment
The Council has offered you the chance to become the Watcher of a potential Slayer. However, you would have to start immediately, and the girl is currently on the other side of the country. You would miss the symposium in the Cotswolds, where you could make valuable contacts that could help you be considered when it comes to choosing the next Watcher of the Slayer. Do you want to accept the offer or would you rather attend the symposium?
A Potential Slayer
Good: You decide to take care of the potential Slayer and set off immediately. You are still in the getting-to-know-you phase when your protégé is unexpectedly called. She is the new Slayer and you are her Watcher.
Bad: You decide to take care of the potential Slayer and set off immediately. When you finally meet her, however, you realise that your protégé is only ten years old and cheeky to boot. How are you supposed to teach such a small child anything useful? You first have to invest two creativity points to design a completely new curriculum.
B Cotswolds
Good: You attend the symposium, learn a lot of new things and make valuable contacts. You gain one logic point and one charisma point.
Bad: The Council is disappointed that you have declined the offer to mentor a potential Slayer. If you thought this would increase your chances of becoming the Slayer's Watcher, you were mistaken. One particularly critical Council member even believes that you were promoted too hastily and has ordered you to repeat the training programme.
6. Watcher
You had a somewhat bumpy start with your Slayer, but things are going better now. She is trying very hard and making great progress with her training. However, there is one problem that cannot be ignored. The Slayer keeps involving her friends in her missions. This is a clear violation of Council regulations, but do you really want to forbid the Slayer from associating with her peers now that she has finally gained some trust in you?
A Be strict
Good: You insist that the Slayer keep civilians out of her duties. She is upset at first, but then comes to understand. After all, she doesn't want her friends to be in danger either. You both earn a logic point.
Bad: You insist that the Slayer keep civilians out of her duties. She is offended, and the only thing you have achieved is that she neglects her duties so she can go out with her friends more often. You lose a charisma point.
B Be lenient
Good: Whether you like it or not, your Slayer's friends seem to attract trouble like magic. Be it the pen pal who turns out to be a demonic robot or the substitute teacher who is actually a giant praying mantis. It's better for the Slayer to keep an eye on them so she can protect them if necessary. And when they're not in immediate danger, they're still willing to help, and having a research assistant or two on hand isn't a bad thing, right? You award yourself one creativity point for your creative approach to the situation.
Bad: You let your Slayer have her way, but as a result, she spends half her time rescuing her friends from random monsters. You fall behind with your training plan and lose a logic point.
7. Unpaid Watcher/School Librarian
The new Watcher has arrived and, as expected, the Slayer refuses to cooperate with him. You can't suppress a certain sense of schadenfreude; after all, you wonder how this clown managed to complete his training as a Watcher in the first place. Nevertheless, it might be wise not to provoke the Watchers Council unduly. How will you deal with the new Watcher?
A Ignore him
Good: The Slayer has made it very clear that she still considers you her Watcher, and you feel the same way. In order not to overplay your hand, you allow your replacement to participate in decision-making processes from time to time, and he adapts to this dynamic surprisingly quickly. You believe that this has earned you a charisma point.
Bad: The Slayer has made it very clear that she still considers you her Watcher, and you feel the same way. Unfortunately, the new Watcher is very insistent and threatens to inform the Council if you continue to sabotage his efforts. The Council could easily separate you from the Slayer, so you grudgingly accept the situation and persuade the Slayer to work with the new Watcher, even though it takes some effort and costs you a Charisma point.
B Cooperate
Good: In order not to provoke the Council unnecessarily, you persuade the Slayer to cooperate with the new Watcher. Fortunately, your replacement quickly realises that he cannot achieve anything here without your support and “allows” you to work with him. By joining forces, you are actually able to defeat a very dangerous enemy, albeit at the expense of your last paid job.
Bad: In order not to provoke the Council unnecessarily, you persuade the Slayer to cooperate with the new Watcher. She doesn't think much of the idea and is also very disappointed that you give up so easily. You don't know how to respond to that and lose a Charisma point.
8. Unpaid Watcher/Unemployed
Your Slayer has a new role model. At least, that's all she talks about during the two or three hours a week she actually shows up at your place. Has she forgotten that you're still her Watcher? Well, you are, anyway, and you can expect your Slayer to show up for training every now and then, can't you? Do you want to take a closer look at this oh-so-special person, a psychology lecturer at the local college, or would you rather pop into the nearest pub to drown your boredom in cheap whisky?
A College
Good: You make a detour to the campus, but before you can start looking for this oh-so-great lecturer, you happen to run into an old acquaintance from your own wild youth. You have a nice time together, and the memory of how great your life was even before you became a Watcher makes you see things in a more positive light. You decide to give your Slayer some space. When it matters, she knows she can rely on you. In the meantime, you throw yourself into a few new hobbies and earn a creativity point.
Bad: You find this oh-so-great lecturer just as she is finishing a lecture and talk to her about your protégé, but this old frump hardly lets you get a word in edgewise and dismisses your hard-earned experience as bromide. You can't for the life of you understand what your Slayer sees in her and lose a charisma point.
B Pub
Good: It's good to get out of the house, even if it's just for a drink. You should probably make sure it stays at one drink, though. You want things to get better eventually, don't you?
Bad: You get pretty drunk and even black out. That hasn't happened to you since your wild days at university. You even got a new tattoo. At least it has no occult meaning, but it's so hideously ugly that it costs you one Charisma point.
9. Independent Watcher
Although you now have access to the resources of the Watchers Council again, you are not making much progress and you have the terrible feeling that time is running out. You have withheld important information from the Council, and for good reason, because revealing it could put the Slayer's family in even greater danger than they already are. But perhaps you could ask the Council to take the Slayer's sister to a safe place without saying exactly why.
A Protective Custody
Good: Even though your Slayer is not thrilled, as she sees it as her duty to protect her sister, she realises that the best way to do so might be to send her away for a while. So the girl takes part in a ‘student exchange’ and, knowing that she is safe, you can focus on your plans and gain a logic point.
Bad: You suggest to the Slayer to get her sister to safety, but she won't hear of it. She sees it as her very own duty to protect the girl. You admit defeat and lose a charisma point.
B Multiply your efforts
Good: Asking the Watchers Council for something like this would only lead to questions, questions that must not be answered under any circumstances, because the Council would probably destroy the Key without further ado if they knew what it was all about. Instead, you focus all your efforts, gather all the allies you have, use every possible advantage, and ultimately win the battle and two logic points.
Bad: Asking the Watchers Council for something like this would only lead to questions, questions that must not be answered under any circumstances, because the Council would probably destroy the Key without further ado if they knew what it was all about. Instead, you throw yourself into your work, searching day and night for further clues as to how to defeat this terrible enemy, and in the end you find... nothing. You lose one logic point and one charisma point.
10. Head of the New Watchers Council
The headquarters of the old Watchers Council has been destroyed, along with most of its high-ranking members. However, one seems to have survived; at least, the man is now standing unannounced at the gate of the castle where you have set up your headquarters, demanding to speak to you.
A Receive him
Good: The Watcher has come to negotiate the integration of the remnants of the old Watchers Council into your organisation. He promises that the Watchers will abide by your rules. Not only does this bring you some very experienced allies, but also access to the Watchers Council's accounts. You approve a generous bonus of £20,000 for yourself.
Bad: The Watcher has brought a solicitor and a summons. He is suing you for using the protected term “Watchers Council” without permission. As ridiculous as you find the whole thing, the copyright infringement lawsuit is accepted. In the end, it is cheaper to settle and you grudgingly pay £30,000 for the rights to the trademark.
B Send him packing
Good: The old Watchers Council is no longer relevant, and you don't like this man's attitude at all. You leave him standing outside in the rain until he finally gives up and leaves, frustrated and soaking wet.
Bad: The old Watchers Council is no longer relevant, and you don't like this man's attitude at all. You leave him standing outside in the rain until he finally gives up and leaves, frustrated and soaking wet. Two days later, your castle is attacked by a whole horde of dangerous demons. You manage to fend them off, but not before they cause some damage. You wonder if the Watcher was there to warn you and, in addition to the repair costs of £20,000, you also lose one charisma and one logic point.
Additional Credits: SimPE Bidou's careers editor, everyone involved in Buffy
| Filename | Type | Size |
|---|---|---|
| Waechter.zip | zip | |
| Wächter.package | package | 146048 |
|
Waechter.zip
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Uploaded: 4th Dec 2025, 28.8 KB.
22 downloads.
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Uploaded: 4th Dec 2025 at 2:15 PM
#Buffy, #Watcher, #Watchers Council, #Vampire
My Watchers Council major: https://modthesims.info/download.php?t=609215
My Slayer career: https://modthesims.info/download.php?t=521032
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New career for adults: Watcher. Based on Buffy, the vampire slayer