The Sims 2/Other Objects/Aspiration Rewards

Aspiration Rewards are very special objects that can only be purchased using Aspiration points. These special objects can help your Sims make money, assist them with making relationships, help improve their skills, and help with their Needs and mood. These objects can be very useful, but they must be handled with care and caution. An object can fail when used by a Sim, if their Aspiration score is too low. Success with the objects can only be guaranteed if their bar is in platinum or gold. If their bar is green, there is a 50% chance of success, and only 20% when red. It's not recommended to attempt to use any Aspiration objects unless a Sim's Aspiration meter is in gold. The failure of objects can have quite serious repercussions, such as skill point loss and passing out.

Money Tree
The money tree needs to be watered regularly, every six hours. Neglecting the tree means it'll produce less money. If the tree is never watered, it will eventually die and need disposing off.
 * Used by: Teens or older
 * Cost: 3,000 reward points
 * Uses/Time Limit: Unlimited, but needs watering regularly, otherwise the plant will die and need disposing of.
 * Success: §40 per harvest
 * Failure: §1 per harvest

Noodlesoother

 * Used by: Teens or older
 * Cost: 5,000 reward points
 * Uses/Time Limit: 24 hours
 * Success: Overall mood boosted by 50%. Needs decay faster.
 * Failure: Energy drops to -100 (rock bottom). Sim passes out as a result. All other needs are also lowered.

Pasteur’s HomoGenius Smart Milk
The success of this object, as with all Aspiration Reward objects, depends on the adult who made the milk, rather than the toddler. Although the toddler is the one who benefits from this object, the milk can only be made by an adult.
 * Used by: Adults only
 * Cost: 7,500 reward points
 * Uses/Time Limit: 5 uses
 * Success: Toddlers gain skills faster for 3 hours after drinking milk.
 * Failure: Toddler loses a random skill point.

Cool Shades

 * Used by: Teens or older
 * Cost: 10,000 reward points
 * Uses/Time Limit: 5 uses
 * Success: The first social interaction the wearer does with another Sim has a bigger effect than normal.
 * Failure: None

The Eclectic and Enigmatic Energizer

 * Used by: Teens or older
 * Cost: 14,000 reward points
 * Uses/Time Limit: 5 uses
 * Success: 750 points added to all Needs.
 * Failure: 750 points taken from all Needs.

Thinking Cap

 * Used by: Teens or older
 * Cost: 16,000 reward points
 * Uses/Time Limit: 24 hours
 * Success: Skill building rate doubled. Also works with Teach/Help command.
 * Failure: Sim passes out and loses random skill point.

SimVac

 * Used by: Teens or older
 * Cost: 17,500 reward points
 * Uses/Time Limit: 5 uses
 * Success: Takes Aspiration or skill points from another Sim, but it's limited to one skill point and 3,000 Aspiration points per use). Be aware that this interaction damages the relationship with the Sim you used this object on.
 * Failure: The Sim using the object loses Aspiration/skill points. Whatever they lose is transferred to the Sim they tried to target. The user takes a big hit in Needs. Also, the relationship with the target Sim is damaged.

Love Tub
Once the powers of this special hot tub is all used up, your Sims can keep it and use it as an ordinary hot tub.
 * Used by: Teens or older
 * Cost: 20,000 reward points
 * Uses/Time Limit: 4 hours
 * Success: Whilst using the hot tub, romantic socials are more likely to be accepted.
 * Failure: None

Elixir of Life

 * Used by: Teens or older
 * Cost: 30,580 reward points
 * Uses/Time Limit: 5 uses
 * Success: The Sim's current age is extended by 3 days. If the Sim's age is close enough to the beginning of their age, they won't revert back to their previous age stage (for example, teen to child), but their age won't progress for 5 days.
 * Failure: The Sim has 3 days taken. If the Sim is nearing the end of their age stage, they'll immediately age up. If the Sim is an elder and nearing the end of their life, they'll immediately die.