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Ever felt like your mersims are just not... magical enough? Not anymore! In this brand new fan made expansion pack we guarantee you'd recive the full mermaid magic experience! Magical powers, mermaids' objects and culture, and of course, the return of everyone's favorite four - Cleo, Rikki, Emma & Bella, and all of their friends, on the magical shores of Mako Island!
Choose Your Pod! - Are you a southern mermaid, or an eastern one? Every pod is special, unique, and one of them is made just for you! Are you gonna learn northern pod spells and elixirs, or gonna stick at your island home?
Watch Your Tail - Being a mermaid is not as easy as it sounds, you also have to keep a secret. In this brand new pack, you'll have to choose who to trust with your secrets, and you are gonna work hard to keep it from the others! No more tails in the pool - tails are gonna pop up wherever they feel like - the water is your best friend and your worst enemy.
Mermaid Magic - Thought keeping your secret is hard? Here are a few tricks to help you stay undercover. Heating up water, invisibility and telekinesis - are just a few of the amazing powers. What are yours?
Welcome to Dolphin City - It's been six years since the ending of H2O: Just Add Water, and now they are finally back! Fall in love again with Cleo, Rikki, Emma, Bella, Lewis, Will and all their friends, family and enemies, as well as the brand new fellas over from Mako Mermaids, like Zac, Sirena, Ondina, Lyla and all the others!
An Ordinary Girl - If the life underwater is not for you, Dolphin City offers plenty of human things to do as well! Work at the Marine Park, visit at Rikki's cafe, or join the band - plenty of options for land people like you!
Moon Spell - Beware of the full moon! This time, werewolves are not the only supernaturals who lose control on full moon nights. Try to stay inside, and away from water, or your powers would go crazy!
All mermaids have a new orange tail and top by default, while mermen have a blue different tail by default. (Colors are changeable) Scales on feet would no longer be a thing.
Merpeople powers include: Hydrokinesis, Hydro-Cryokinesis, Hydro-Thermokinesis, Gelidkinesis, Substanciakinesis, Aerokinesis, Atmokinesis, Cryokinesis, Electrokinesis, Pyrokinesis, Invisibility, Siren Singing (if the Sim has the Virtuoso trait), Speed-Swimming, Telekinesis, Volume Reduction, Vision Sharing (only feature in children of transformed mersims, and all sea-born mersims).
Mermaids with the hidden Sea-Born Mermaid trait would have all powers, while transformed human-mermaid hybrid would randomly receive some powers based on five pre-made power packs, and are able to learn new powers from Sea-Born Mermaids. Wearing a Moon Ring (object, not CAS item) would increase all powers the sim has.
While all mermaids who were born as human are considered "Transformed Mersims", there is one way to gain the "Sea-Born Mermaid" trait. While Dolphin City would have several sea-born mermaids, children of mersims would automatically gain this hidden trait (if born mersim).
When mersims walk out on a full moon night, they are put under the moon spell, and receive a positive moodlet. They don't remember anything that happened while under the moon spell and receive a negative moodlet after the moon sets. Sometimes the full moon will make a mersim's powers go out of control or give a mersim the Siren Singing power for a limited time even without the Virtuoso trait. Moon Spell Control is a skill that mersims can learn, it lets them survive the full moon without letting it control them. Sea-born mermaids would automatically maximize this skill, while transformed mermaids have to learn it.
Sickness can also mess with their abilities and mersims may channel their powers through sneezes or other symptoms. [TS3:S]
Mersims would grow their tail out of the water as well, on every water activity (bath, washing hands, doing dishes) and have a chance of growing a tail while drinking (chance increased with clumsy trait). Then sims would lay down in their mersim form and would have to dry themselves off by using "dry" interaction or the hydro-thermokinesis power.
The island is a bit far away from the shore of Dolphin City. Humans can get there by boat, while mersims would prefer speed swimming. On the island's coast, there is a pile of rocks, and only mersims and sims with 8+ Scuba Diving skill can have the interaction "Swim In", while other sims would have to walk up the island to a cave and get in. The cave is originally hidden but once discovered by a sim is open to see by all household members. A click on the cave by a regular sim would only have the interaction "Explore Cave" while mersims could also choose the interaction "Enter Moon Pool", which give the mersim a positive moodlet. At full moon nights, a new interaction would appear for human sims, "Get In The Water" and would gain mermaid/merman abilities and random powers based on 5 pre-made power packs.
Mersims could lose their powers in two different ways. The first would be the water dragon. On full moon nights there is a 5% chance a mersim in the ocean would meet the water dragon (similar to the Kraken[TS3:IP]). The dragon would attack the sim and turn it back into a regular human sim. Another way to lose mersim's powers is the Fifty Moons Potion. This potion magnifies the effect of the Full Moon to fifty. The potion is required to be used on merpeople during the full moon, although only transformed mersims would lose their powers over this potion.
Customer Service - available at three spots: Rikki's Cafe, JuiceNet and Ocean Cafe.
Shopping Carts (Ice-cream, cotton candy, souvenirs, ext.) - part time job for teens.
Two different schools - Suncoast High and South Coast High, child & teen sims would randomally choose one, there's an option to tranfer schools.
Rikki's Cafe, JuiceNet and Ocean Cafe.
Moon Spell Control - While sea-born mersims would automatically maximize this skill, transformed sims would have to learn it. They can learn it during full moon nights or by using a moon ring.
Multiple characters from both shows would make an appearance as sims:
The Sertori family
The Chadwick family
The Gilbert family
The Hartley family
The Benjamin family
The McCartney family
The Bennett family
Nixie, Lyla, Sirena, Erik, Veridia and the rest of the southern pod (as NPC)
Ondina, Weilan, Mimmi and Rita
The Blakely family
The McLaren family
The Watsford family
David, Ash, Byron, Miriam, Tiffany, Carly, Cam, Chris, Karl, Ryan, Nate, Wilfred, Max, Dr. Denman, Uncle Shen and more.
Mersims can choose a pod to join to. By clicking on the ocean water an interaction would appear, "Go to Pod" which would appear as an unpaid career, since the sim would disappear for a while. They can get promoted, from a level 1 "Hatchling" to a level 10 "Pod Leader". Child mersims are always in the same pod as their female parent (unless if only the male parent is a mersim, or if a mother is missing). All mersims can transfer pods all the time, but cannot re-join a pod they have left.
Each pod has it own elixirs and spells, which mersims can learn during "Go to Pod" interaction. For example, while northern pod has it's Essence Manipulation, southern has Wish Granting.
Just like elixir recipes, mersims can also learn food recipes during "Go to Pod" interaction.
Arctic Marshmallow (food)
Hot Coco (food)
Banana Beatbox (food)
Mango Lassie (food)
Party Delights (food)
Strawberry Smoothie (food)
Fifty Moons Potion (elixir) - takes away a mersim's powers for good.
Legs Spell (elixir) - gives a sea born mersim the ability to get on land.
Moisturizing Lotion (elixir) - Drinking this potion allows a Young Adult, Adult or Elder to return to the beginning of Young Adulthood. Has a rare chance of temporarily giving the Childish trait.
Perfume Creation (elixir) - Easier to befriend or flirt with other sims, and gives a positive moodlet.
Transmutation (elixir) - Randomly turns one collectible into another collectible. Requires an end/coffee table or counter to use. Also, allows you to change a sim's life state.
Knowledge Transference (elixir) - Easily learn a Sim's traits. Each scan reveals one trait of the selected Sim.
Turn the Tide (elixir) - Immunity to witch/fairy magic, spells or elixirs for 24 hours, and turn it back at the sim who cast it.
Shape-change (elixir) - Allows taking the shape of another sim/pet for 24 hours.
Wish Granting (elixir) - Works as the Genie wish granting system.
New ingredients (all purchasable from elixir store)