Creator: the wonderful Anonymous Miss over at mod the sims.
"We are dying...
The light in the eyes of our kin is fading. The final plasma fruit has wilted. I leave you this letter in the final hopes that you, my last creation, will rise from your coffin this very evening and strike. Expand, my dear, and gather our forces in the eternal night. Keep them by your fingers. Your love is the coven, but more importantly, your love is our breed. The humans are cattle. Heed tradition, punish severely. All sacrifices may be made for the holy goal. Our species is golden.
It rests in your hands.
TO BEGIN...
- Download Twallan's Portrait Panel or an Overstuffed mod.
- Create a YA vampire, any traits, any appearance. This is to be your founder, and by extension, the first elder.
- Move onto any lot, but keep in mind that you will need a lot of space to support your ranks. No money cheats are allowed, as your founder must work to build up the Coven's numbers in vampires and in money. See how grand of a vampire lair you can build!
- Befriend another vampire, turn a human, or create another vampire to be your cofounder and second elder.
THE COVEN RULES
- The plasma fruit is dead. All adult vampires must feed from humans, or they must raid the hospital's blood bank. If arrested, they are not allowed to leave the home for one week. The adults must get blood for the children to feed on.
- Contact with mortals is to be strictly limited. Mortals are to be used for feeding, service jobs, and if it is so desired, transformed into a Fledgling.
- Sexual relations between a mortal and vampire are strictly forbidden. A classic seduction is allowed, but the vampire must not have Woohoo with the human. This risks a dirtying of the species. If a half vampire, half human child is born, both parents must be murdered, and the child is not allowed to advance past the Fledgling rank.
- For each generation born, two new Fledglings may be added. These can be stockpiled over generations. Upon transformation, they may be edited in CAS. The night changes more than adding a simple taste for blood. They may be beautified or uglified however you see fit.
- Vampires are vain creatures who fear old age. A few days before elderhood, a vampire must relinquish their body to thirst to retain their honorable name after death.
- Each pureblood child born is a precious gift, and must be taught all three basic toddler skills.
- On one night of the week, the entire coven must meet in a secluded area to discuss coven affairs.
- There must be a portrait or photograph of each coven member, and if you're feeling particularly ambitious, a book written about each. (For the library, of course!)
- Travelling is not prohibited. It is recommended that all adventuring be done under nightfall, however, and that the travelling vampire avoid locals-they may have strange, violent traditions towards the occult.
- Singing, illusions, and acrobatics are frowned upon as a source of income. The Elders condemn entertaining mortals for mere Simoleons. This does not mean they are unavailable as careers. In fact, this could prove to be an interesting swerve in coven leadership. A revolution may be in store.
- If the Elders are disliked by two thirds of the coven and wholly unskilled, a revolution may take place. All vampires closely affiliated with the Elders must be kicked out or killed. The most popular or most skilled in charmisa, logic, or athletics will take their place, and select an heir. This new rule may be as brutal, lax, or democratic as the player sees fit.
- Self employment is encouraged.
- All pets are allowed.
- Any family member or fledgling who makes a nemesis out of an elder must be killed or kicked out, unless they are best friends and up with three quarters of the coven. In that case, Revolution is sparked!
COVEN RANKING
1. Elders - Oldest living generation, manage property, decide punishments, and choose fledglings. If a vampire wishes to rise in rank, it is always wise to befriend the elders.
2. Heir/Heiress - Second in command, directly related to founders. One may be selected each generation. The heir (and their lover, if they have one) become Elders after the previous generation has died. Specialize in: Charisma, Writing, Painting, Athletics
3. Elites - Carry out rule, order, and punishment. Must be close to the heirs. There may only be four elite at a time. Specialize in: Athletics, Martial Arts, Logic, & Inventing
4. Guardians - Defend the coven from enemy species. To achieve guardianship, a member must win ten consecutive fights against members of an enemy species. May take a family member/fledgling apprentice. Specialize in: Athletics, martial arts
5. Family - Adults related to the Founders, but not selected as Heirs or Elites. Also vampires that have completed the Fledgling stage. May have a day job or run the cemetery. Specialize in: Music, Gardening, Mixology, Nectar Making, Sculpting
6. Fledglings - Newly transformed, unrelated Sims. Fledglings are not allowed to interact with children, toddlers, and babies of the elites, heir, and elders. May have a day job. Specialize in: Handiness, cooking, cleaning up after everyone else
Advancing in rank:
- Fledglings may advance by apprenticing to Guardians, but may not rise further unless a Revolution occurs.
-In the case of Revolution, the member with the highest charisma takes over as Elder. The heir and second in command has the second highest charisma. The new elites must have high logic and close relationships with the new elder. Who all is ousted depends on the style of revolution. Will it be like the Russians, with the deaths of the elite, heir, and elders? The American Revolution with the elders simply kicked out?
A note on revolutions: all Sims with good friend and up relationship with previous elders must be ousted/killed, as well, to eliminate their toxic influence on the youth.
- Family and Guardians may advance to Elite if they have a logic skill of 8+ and are at least friends with both the elders and the heir.
EP SPECIFIC RULES
SUPERNATURAL RULES
- The relationship between your coven and other supernatural states is up to the player. Allies, enemies, servants-the choice is yours!
- Should you choose to befriend a species, your vampire elders and three members of the other species should meet once every two weeks to decide the future of their alliance. If any negative interactions ensue, the alliance is finished. Vampires are very proud creatures and will not tolerate being mocked by a lower species. The whole coven must become enemies with all members of that species they come into contact with.
- However, Romeo and Juliet romances are allowed.
- When enemies with a race, they must be fought whenever one of your coven members runs into them. If your coven member loses the fight, they are shunned by all but the fledglings and are not allowed contact with the higher ranks for one Sim week. They also may not leave the house in order to train for their next battle.
- Any member who wins ten fights against a member of another race may be promoted to Guardian, and must get into one fight once a week to ensure vampire dominance.
SEASONS RULES
- Vampires love Masquerade parties! Every Spooky Day, vampires must throw a Costume Party, and may invite their other race allies over for some Fall fun.
- Trick or Treaters are prime for future feeders. Two trick or treaters may be added to the household every spooky day, and raised to be vampire food. No more than two trick or treaters, though, otherwise you risk involvement of the mortal police.
- During the summer, vampires cannot leave the house until eight PM, due to the longer days.
- The festival grounds make a great hunting place!
UNIVERSITY RULES
- Heirs, elites, and elders may attend University. All majors are available.
- Dorms are not allowed, however. Your coven member must rent a private home, and also must attend with another coven member to ensure that they do not fall to the influence of "radical college students."
"We are dying...
The light in the eyes of our kin is fading. The final plasma fruit has wilted. I leave you this letter in the final hopes that you, my last creation, will rise from your coffin this very evening and strike. Expand, my dear, and gather our forces in the eternal night. Keep them by your fingers. Your love is the coven, but more importantly, your love is our breed. The humans are cattle. Heed tradition, punish severely. All sacrifices may be made for the holy goal. Our species is golden.
It rests in your hands.
TO BEGIN...
- Download Twallan's Portrait Panel or an Overstuffed mod.
- Create a YA vampire, any traits, any appearance. This is to be your founder, and by extension, the first elder.
- Move onto any lot, but keep in mind that you will need a lot of space to support your ranks. No money cheats are allowed, as your founder must work to build up the Coven's numbers in vampires and in money. See how grand of a vampire lair you can build!
- Befriend another vampire, turn a human, or create another vampire to be your cofounder and second elder.
THE COVEN RULES
- The plasma fruit is dead. All adult vampires must feed from humans, or they must raid the hospital's blood bank. If arrested, they are not allowed to leave the home for one week. The adults must get blood for the children to feed on.
- Contact with mortals is to be strictly limited. Mortals are to be used for feeding, service jobs, and if it is so desired, transformed into a Fledgling.
- Sexual relations between a mortal and vampire are strictly forbidden. A classic seduction is allowed, but the vampire must not have Woohoo with the human. This risks a dirtying of the species. If a half vampire, half human child is born, both parents must be murdered, and the child is not allowed to advance past the Fledgling rank.
- For each generation born, two new Fledglings may be added. These can be stockpiled over generations. Upon transformation, they may be edited in CAS. The night changes more than adding a simple taste for blood. They may be beautified or uglified however you see fit.
- Vampires are vain creatures who fear old age. A few days before elderhood, a vampire must relinquish their body to thirst to retain their honorable name after death.
- Each pureblood child born is a precious gift, and must be taught all three basic toddler skills.
- On one night of the week, the entire coven must meet in a secluded area to discuss coven affairs.
- There must be a portrait or photograph of each coven member, and if you're feeling particularly ambitious, a book written about each. (For the library, of course!)
- Travelling is not prohibited. It is recommended that all adventuring be done under nightfall, however, and that the travelling vampire avoid locals-they may have strange, violent traditions towards the occult.
- Singing, illusions, and acrobatics are frowned upon as a source of income. The Elders condemn entertaining mortals for mere Simoleons. This does not mean they are unavailable as careers. In fact, this could prove to be an interesting swerve in coven leadership. A revolution may be in store.
- If the Elders are disliked by two thirds of the coven and wholly unskilled, a revolution may take place. All vampires closely affiliated with the Elders must be kicked out or killed. The most popular or most skilled in charmisa, logic, or athletics will take their place, and select an heir. This new rule may be as brutal, lax, or democratic as the player sees fit.
- Self employment is encouraged.
- All pets are allowed.
- Any family member or fledgling who makes a nemesis out of an elder must be killed or kicked out, unless they are best friends and up with three quarters of the coven. In that case, Revolution is sparked!
COVEN RANKING
1. Elders - Oldest living generation, manage property, decide punishments, and choose fledglings. If a vampire wishes to rise in rank, it is always wise to befriend the elders.
2. Heir/Heiress - Second in command, directly related to founders. One may be selected each generation. The heir (and their lover, if they have one) become Elders after the previous generation has died. Specialize in: Charisma, Writing, Painting, Athletics
3. Elites - Carry out rule, order, and punishment. Must be close to the heirs. There may only be four elite at a time. Specialize in: Athletics, Martial Arts, Logic, & Inventing
4. Guardians - Defend the coven from enemy species. To achieve guardianship, a member must win ten consecutive fights against members of an enemy species. May take a family member/fledgling apprentice. Specialize in: Athletics, martial arts
5. Family - Adults related to the Founders, but not selected as Heirs or Elites. Also vampires that have completed the Fledgling stage. May have a day job or run the cemetery. Specialize in: Music, Gardening, Mixology, Nectar Making, Sculpting
6. Fledglings - Newly transformed, unrelated Sims. Fledglings are not allowed to interact with children, toddlers, and babies of the elites, heir, and elders. May have a day job. Specialize in: Handiness, cooking, cleaning up after everyone else
Advancing in rank:
- Fledglings may advance by apprenticing to Guardians, but may not rise further unless a Revolution occurs.
-In the case of Revolution, the member with the highest charisma takes over as Elder. The heir and second in command has the second highest charisma. The new elites must have high logic and close relationships with the new elder. Who all is ousted depends on the style of revolution. Will it be like the Russians, with the deaths of the elite, heir, and elders? The American Revolution with the elders simply kicked out?
A note on revolutions: all Sims with good friend and up relationship with previous elders must be ousted/killed, as well, to eliminate their toxic influence on the youth.
- Family and Guardians may advance to Elite if they have a logic skill of 8+ and are at least friends with both the elders and the heir.
EP SPECIFIC RULES
SUPERNATURAL RULES
- The relationship between your coven and other supernatural states is up to the player. Allies, enemies, servants-the choice is yours!
- Should you choose to befriend a species, your vampire elders and three members of the other species should meet once every two weeks to decide the future of their alliance. If any negative interactions ensue, the alliance is finished. Vampires are very proud creatures and will not tolerate being mocked by a lower species. The whole coven must become enemies with all members of that species they come into contact with.
- However, Romeo and Juliet romances are allowed.
- When enemies with a race, they must be fought whenever one of your coven members runs into them. If your coven member loses the fight, they are shunned by all but the fledglings and are not allowed contact with the higher ranks for one Sim week. They also may not leave the house in order to train for their next battle.
- Any member who wins ten fights against a member of another race may be promoted to Guardian, and must get into one fight once a week to ensure vampire dominance.
SEASONS RULES
- Vampires love Masquerade parties! Every Spooky Day, vampires must throw a Costume Party, and may invite their other race allies over for some Fall fun.
- Trick or Treaters are prime for future feeders. Two trick or treaters may be added to the household every spooky day, and raised to be vampire food. No more than two trick or treaters, though, otherwise you risk involvement of the mortal police.
- During the summer, vampires cannot leave the house until eight PM, due to the longer days.
- The festival grounds make a great hunting place!
UNIVERSITY RULES
- Heirs, elites, and elders may attend University. All majors are available.
- Dorms are not allowed, however. Your coven member must rent a private home, and also must attend with another coven member to ensure that they do not fall to the influence of "radical college students."