Abilities and characteristics of vampires. Vampires Interaction with other characters

Bringing blight and bad harvests

According to Hungarian legends, a vampire could ruin grain harvests. The Hungarians hired special people, talbos and kresnik, whose sole purpose was to protect crops from vampires. The Kresniks were the best European vampire slayer group.

Animal management

Vampires can subdue and control wild animals. Pets, as a rule, experience wild horror of vampires, and seek protection from their owners.

Immortal life

As already said, the vampire is undead. Having died once while still mortal, this creature can no longer die naturally. He is not bothered by illness and cannot die from injury, but he is not invulnerable. The causes of his death will be discussed below.

Flight

Vampires can fly like in their physical fitness, and taking the form of bats, birds or insects.

Hypnosis

The undead have the ability to hypnotize and are able to control a person. They can force him to obey and fulfill their every desire. However, there is one thing: in order to hypnotize a person, the vampire and the victim must look into each other's eyes. This is why you should never, EVER, look a vampire in the face, no matter what he says.

Seepage

A vampire's ability to penetrate cracks or seep through the ground. This is how he leaves his coffin, after the first awakening.

Moving along vertical walls.

Vampires are able to climb vertical surfaces or hang from ceilings. They move like a spider along the walls of buildings, approaching the windows in order to penetrate the bedroom to their prey. hfпc

Feelings

Their ordinary human senses (such as touch, smell, hearing, etc.) are much sharper than those of humans. In addition, they have the ability to see in the dark, sense the presence of other beings, and are able to perceive vibrations in the air and material things.

Speed

The vampire is capable of moving at high speed. His body can withstand any physical exercise, and he can perform many complex movements at the same time. It is so natural for them that being among people and forgetting themselves, they can give themselves away.

Force

A vampire's strength is several times greater than that of an average human. The blood a vampire consumes contributes to his strength. As time goes on and he absorbs the blood of more and more people, the vampire becomes more powerful, so the older vampire is stronger than the younger one.

Conversion

One of the vampires' best defenses is to take on another form.Most often it is in the form of a bat or a huge wolf, although it can take other forms. These could be birds, rats, mice, dogs and even fleas. Transforming into a bat gives the vampire the ability to fly. In modern times, vampires are associated primarily with the bat. Transforming into a wolf has many contradictions. According to the legends of the tribes of Latin America, every vampire must spend some time in the guise of a wolf. However, in Slavic folklore the wolf is the most cruel enemy of vampires. Gypsies of Kosovo believe that vampires are doomed to wander the earth until they meet a wolf who will tear them to pieces.

“I AM ANCIENTITY, I AM THE EARTH. MY BEGINNINGS ARE LOST IN THE DARKNESS OF THE PAST. I WAS A WARRIOR, I WAS KIND AND FAIR. I ROCKED ALL OVER THE EARTH LIKE THE WRATH OF GOD, BUT YEARS OF WAR AND YEARS OF MURDER SHARPENED MY SOUL, LIKE THE WIND GRINDS STONES INTO SAND.”

COUNTY STRAAD VON ZAROWITCH

Awakened in an endless night, vampires thirst for the life they have lost, and quench that thirst by drinking the blood of the living. Vampires hate sunlight because its touch burns them. They cast no shadows or reflections, and any vampire wishing to walk undetected among the living must stay in the dark and away from reflective surfaces.

Dark desires. Even if a vampire retains some memories of his former life, his emotional attachments fade as his former pure feelings become distorted. Love turns into a hungry obsession, and friendship becomes only bitter jealousy. Instead of emotional displays, vampires desire physical expressions of their passion, so a vampire looking for love may become fixated on a young beauty. A child may become the object of passion for a vampire obsessed with youth and opportunity. Others surround themselves with art, books, or sinister objects such as torture devices or trophies of the creatures they kill.

Born of death. Most victims of a vampire become vampire spawn - predatory creatures with a vampiric hunger for blood, but under the control of the vampire who created them. If a true vampire allows a spawn to drink blood from its body, the spawn will transform into a true vampire, uncontrollable by its master. Few vampires are willing to give up this influence. A vampire's spawn takes on a will of its own when its creator dies.

Chained to the grave. Each vampire is associated with a coffin, crypt, or burial place in which he is to rest during the day. If the vampire has not been officially buried, he must be buried 1 foot deep in the ground at the point of his transformation into undead. The vampire can move his burial site by transporting a coffin, or a sufficient amount of grave soil. Some vampires set up several places for their rest.

The nature of the undead. Neither a vampire nor a vampire's spawn require air.

Vampires as game characters

The game stats of a character who becomes a vampire spawn and then a true vampire do not change, except that their Strength, Dexterity, and Constitution now have a value of 18, if they were not previously higher. In addition, the character gains vampiric damage resistance, dark vision, traits, and actions. A vampire's attack and damage rolls are based on Strength. The Charm save DC is equal to 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM can take control of the character until the vampirism ends with a grant wishes spell, or until the character is killed and then resurrected.


  • Medium, Undead (Shifter), Lawful Evil
  • Armor class: 16 (natural armor)
  • Hits: 144 (17 d8 + 68)
  • Speed: 30 ft.
  • Damage Resistance:
  • Saving Throws: VOC +9 , MDR +7 , HAR +9
  • Skills: Stealth +9 , Attentiveness +7
  • Feelings: Dark vision 120 ft., Passive mindfulness 17
  • Languages: All
  • Danger: 13 - 10000 op.
  • Capabilities

    Resistance

    Languages- all known during life.

    Changeling. If the vampire is not exposed to sunlight or standing in flowing water, she can use her action to transform herself into a Tiny Bat or a Medium Cloud of Mist, or change into her true form.

    While in bat form, the vampire cannot speak, has a walking speed of 5 feet, and a flying speed of 30 feet. All of his statistics except for size and speed remain the same. Everything he wears transforms with him, but what he carries does not. He returns to his true form if he dies.

    While in fog form, the vampire cannot act, speak, or manipulate objects. It weighs nothing, has a flight speed of 20 feet, can float, and can enter and stop in the space of hostile creatures. In addition, if air can pass through a certain space, then fog can do the same without squeezing through, although it cannot pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to nonmagical damage except damage he takes while exposed to the sun's rays.

    Legendary Resistance (3/day). If the vampire fails a saving throw, he can choose to succeed on the saving throw instead.

    Foggy escape. If the vampire drops to 0 hit points outside of a resting place, instead of falling unconscious, she turns into a misty cloud (as stated in the Changeling trait's description), provided she is not exposed to sunlight or running water. If it cannot transform, it is destroyed.

    While a vampire in mist form has 0 hit points, he cannot return to vampire form and must return to his resting place within 2 hours or be destroyed. Having reached his resting place, he takes the form of a vampire. After this, he becomes paralyzed until he regains at least 1 hit point. After spending 1 hour at a resting place with 0 hit points, he regains 1 hit point.

    Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and is not in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this feature has no effect at the start of the vampire's next turn.

    Spider climbing.

    Vampire weaknesses.

    • Ban.
    • Damage from flowing water.
    • A stake in the heart.
  • Actions

    Multiattack (Vampire Form only).

    Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grab the target (escape DC 18).

    Bite (Vampire or Bat form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature or creature grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's maximum hit points are reduced by an amount equal to the necrotic damage taken, and the vampire regains the same number of hit points. The hit point reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way and then buried rises the next night as a spawn of a vampire under the vampire's control.

    Charm. The vampire targets one humanoid it can see within 30 feet. If the target can see the vampire, it must succeed on a DC 17 Wisdom saving throw against this magic or become charmed by the vampire. Charmed target thinks it's a vampire true friend that needs to be taken care of and protected. Even though the target is not under the vampire's control, it complies with its requests and sincerely makes every effort necessary, and will be a willing target for the vampire's bite.

    Whenever the vampire or the vampire's companions do something bad to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours until the vampire is destroyed, the vampire and the target are on different planes of existence, or the vampire ends the effect as a bonus action.

    Children of the night (1/day). The vampire magically summons 2d4 swarms of rats or bats, provided there is no sun in the sky. While on outdoors, the vampire can summon 3d6 wolves instead. The summoned creatures arrive after 1d4 rounds, acting as the vampire's allies and obeying his verbal commands. The beasts remain for 1 hour until the vampire dies, or until the vampire uses a bonus action to dismiss them.

  • Legendary Actions

    The vampire can take 3 legendary actions, choosing from the options below. You can only use one legendary action at a time, and only at the end of another creature's turn. The vampire regains used legendary actions at the start of his turn.

    Moving. The vampire moves up to a distance faster than his speed without provoking an attack.

    Unarmed strike. The vampire makes one unarmed strike.

    Bite (costs 2 actions). The vampire makes one bite attack.

  • Warriors and Vampire Spellcasters

    Some vampires have experience in fighting. The vampire warrior wears armor (AC 18) and uses a two-handed sword. He has a challenge rating of 15 (13,000 experience) and the following additional options:

    Multiattack. The vampire makes two attacks with a two-handed sword.

    Two-handed sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.

    Some vampires have magic. The vampire caster has a challenge rating of 15 (13,000 experience) and the following trait:

    Using spells. The vampire is a 9th level spellcaster. Its base stat is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared:

    • Conspiracies (unlimited): magic hand , ray of cold, tricks
    • 1st level (4 cells): understanding languages, foggy cloud, euthanasia
    • Level 2 (3 cells): thought detection, reflections, gust
    • Level 3 (3 cells): risen corpse, undetectability, a curse
    • Level 4 (3 cells): supreme invisibility, drying out
    • Level 5 (1 cell): subordination of the individual
  • Medium, Undead, Neutral Evil
  • Armor class: 15 (natural armor)
  • Hits: 82 (11 d8 + 33)
  • Speed: 30 ft.
  • Damage Resistance: Piercing, Slashing, Bludgeoning, Necrotic Energy
  • Saving Throws: VOC +6 , MDR +3
  • Skills: Stealth +6 , Attentiveness +3
  • Feelings: Dark vision 60 ft., Passive mindfulness 13
  • Danger: 5 - 1800 op.
  • Capabilities

    Resistance to non-magical bludgeoning, piercing and slashing damage.

    Languages- all known during life.

    Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and is not in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this feature has no effect at the start of the vampire's next turn.

    Spider climbing. The vampire can climb difficult surfaces, including ceilings, without making ability checks.

    Vampire weaknesses. The vampire has the following weaknesses:

    • Ban. A vampire cannot enter a dwelling without the invitation of one of the inhabitants.
    • Damage from flowing water. The vampire takes 20 acid damage if he ends his turn in flowing water.
    • A stake in the heart. If a piercing weapon made of wood is driven into a vampire's heart while he is incapacitated in his resting place, the vampire will become paralyzed until the stake is removed.
    • Hypersensitivity to sunlight. The vampire takes 20 radiant damage if he starts his turn under sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
  • Actions

    Multiattack. The vampire makes two attacks, only one of which can be a bite.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grab the target (escape DC 13).

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature or a creature grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's maximum hit points are reduced by an amount equal to the necrotic damage taken, and the vampire regains the same number of hit points. The hit point reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Strahd von Zarovich

A brilliant thinker and outstanding warrior in life, Strahd von Zarovich fought countless battles for his people. When war and murder finally robbed him of his youth and strength, he settled in a remote valley of Barovia and built a castle on high ground from which he could overlook his lands. His brother Sergei came to live with him at Castle Ravenloft, becoming Strahd's advisor and constant companion.

Strahd saw in his brother everything that he himself had lost. Sergei was young and handsome, while Strahd became old and scarred. Resentment changed their relationship, eventually turning into hatred. Strahd's lover, Tatyana, rejected him in favor of Sergei, whom she promised to marry.

In a desperate attempt to win Tatiana's heart, Strahd made a deal with dark forces that made him immortal. At the wedding of Sergei and Tatyana, he fought with his brother and killed him. Tatiana ran and threw herself off the walls of Ravenloft. Strahd's guards, seeing him as a monster, shot him with arrows. But he didn't die. Strahd became a vampire. The first vampire, according to numerous legends.

Centuries after his transformation, Strahd's thirst for life has only grown. He wanders around his gloomy castle, cursing the living for stealing what he had, and does not admit his guilt in the tragedy that occurred because of him.


VAMPIRE'S LAIR

The vampire chooses a majestic and protected location for his lair, such as a castle, fortified manor, or walled abbey. He hides his coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.


LOCAL EFFECTS

The area around the vampire's lair changes due to the creature's presence, creating one or more of the following effects:

  • Populations of bats, rats and wolves are noticeably increasing in the region.
  • Plants within 500 ft. from the lair they wither, and their trunks and branches become twisted and spiky.
  • Shadows within 500 ft. from the lair they appear abnormally long, and sometimes move as if alive.
  • A creeping fog spreads across the ground within 500 feet. from the vampire's lair. Sometimes the fog takes on eerie forms, such as grasping claws and writhing snakes.

If the vampire is destroyed, these effects end after 2d6 days.

    • Material taken from the pdf version of the translation "Monster Manual" from the studio "

Vampires are the third supernatural creatures in the world of The Sims 4 (after ghosts and aliens), but the first to be truly fun to play. In general, vampires are similar to themselves from the previous lines of the game: they are afraid of sunlight, drink blood, sleep in coffins, have a persistent allergy to garlic and do not age. Naturally, this would not be enough for an entire game set, so the vampires from The Sims 4 have many original “chips”.

Moodlets related to vampires can be viewed.

How to become a vampire

Having a vampire in the family is not that difficult. Firstly, like the alien, it can be created immediately in the character creation mode. Secondly, having met a vampire from Forgotn Hollow, you can ask him to contact him in the friendly communication tab. True, the transformation will not occur immediately after the “procedure”, but after a few days. The character will have to undergo a serious restructuring digestive system, during which he will either wake up with a strange hunger or completely lose his appetite. You can convert any character, starting with adolescence, but the older vampire must have the Create Vampires vampire ability.

Features and needs of vampires, children of vampires

The differences between vampires and mere mortals begin with their appearance. In the character editor, mere mortals have only three categories in the “Face” tab: face type and skin color, skin features and teeth (the last tab refers to the base game, but appeared along with the vampire play set). Vampires have many more categories. There are also archetypes of vampires, eyebrows of a vampire, eye sockets of a vampire, features of the eyes, cheeks of a vampire, a mouth of a vampire, several options for teeth with fangs, as well as a whole range of additional colors for the eyes, each more terrible than the other. Thanks to all this “beauty,” you can turn a vampire into a real monster: give him sunken eyes, folds of skin on his cheeks and forehead, a bunch of fangs, veins appearing on his face and, of course, crazy glowing eyes.

In order not to constantly admire such a monster, they came up with the so-called dark side vampire - a guise that can be very different from the main one. For example, in ordinary life, a character looks almost like an ordinary character (well, except that his skin is gray and his teeth are sharp), but when he decides to indulge in someone else’s blood, then he will be transformed. The dark mask can have not only its own genetics, but also different clothing, hairstyle, cosmetics, etc. In converted and raised vampires, the dark mask is formed automatically. It can only be partially changed with the help of a mirror (without genetics). A creepy gait has become available to all characters, which can be assigned even to a mortal.

Vampires have different needs than regular characters. Among their usual needs, they only have hygiene, communication and leisure (and even experienced vampires try to “turn them off”). Nutrition turns into thirst, and vitality turns into vampiric energy (details below).

Vampires can “reproduce” in the usual way. Two vampires will give birth to a baby vampire; a vampire and a mortal (alien) have options. The chance of giving birth to a vampire will increase if the home plot has the character trait “On a dark ley line”.

The little vampire has gray skin, but is otherwise... ordinary child with normal needs. Only in adolescence do abilities appear, but the teenager is still maturing. After young the vampire doesn't grow up even with a birthday cake (can't blow out the candles). If aging is turned on in the game settings, instead of days until he grows up, it will be written how many days he has lived.

Darling musical instrument any vampire is an organ. When he plays it or listens to someone else's performance, he gets the "Vampire Melody" moodlet (inspiration + 1 for 2 hours) even at a low level of play.

There are three life goals associated with vampires: "Vampire Master", "Vampire Family" and "Good Vampire".

Eating Vampires

Vampiric thirst can be quenched with the blood of other characters, blood fruits, or blood bags. In city bars you can also order the Bloody Mania drink, which mere mortals should not drink. And it’s better not to try bloody fruits. You don't want to push a vampire to the point of exhaustion. No, he will not die, but will become aggressive and begin to attack those around him.

You can buy bags of blood on the Internet, or make them yourself from fish and frogs, having mastered the skill of vampirism a little. If a vampire's home lot has the Registered Vampire Lair trait, they will periodically receive blood packs and other gifts in the mail. Blood Fruits can be found in Forgotn Hollow. At night, luminous trees with them can be seen from afar. You definitely need to plant such a tree on your site for a rainy day.

But the vampire's favorite dish is, of course, the blood of other characters. Mortal Sims can be "drunk" by three different ways: ask to drink a little, force a little to drink and force a lot to drink. People around him don’t really like to watch a vampire feed, especially if he savors the victim for a long time, their relationship with him can deteriorate. If you feed with permission, then no one will be indignant (tolerant society, that’s all), but the victim can refuse such charity. It’s hard to blame her for this, because the bitten character experiences discomfort for a long time, and after severe blood loss may even lose consciousness.

After a “full meal”, the vampire will have the “Bloody Satisfaction” moodlet (happiness + 1 for 6 hours), as well as an additional “Divine Drink” moodlet (happiness + 2 for 4 hours) if he comes across a particularly tasty victim. You can feed on all characters, starting from adolescence. By the way, vegetarian vampires calmly feed on living blood and do not frown.

If the bloodsucker does not have the Shrunken Stomach weakness, he can eat regular food, receiving positive moodlets from it. But it will not affect his needs in any way. Thanks to the vampirism skill, the character will learn to cook “Bloody Manya” and bloody fruit salad.

Vampiric energy

The vampire's vigor gauge became longer and turned into vampiric energy. This is both vigor and a reserve of magic for using your abilities (see below). To replenish your energy, you need to take a nap, sleep, or do dark meditation (an action of a vampire on yourself). Meditation is available anywhere and anytime. Vampires spend much less time replenishing their stamina than mortals.

Modern vampires don't usually sleep in coffins, but for conservatives there are some nice "boxes" in the building catalogue. After sleeping in a coffin, a vampire sometimes gets the “Nightmare Day” moodlet (tension + 1 for 2 hours), and a mortal sometimes gets the “Nightmare Claustrophobia” moodlet (tension + 1 for 2 hours). You can have sex in the coffin, and if the player gets tired of the vampire, he can be put into hibernation. He will stay there as long as necessary.

Weaknesses of vampires, how to kill or cure a vampire

Vampires are extremely tenacious creatures. They do not age, do not die of hunger or thirst, do not drown in water, do not die from an excess of emotions or electric shock. But a vampire can burn in a fire or become a victim of a ruminant plant, but according to statistics, vampires most often burn in the sun.

The rays of daylight are destructive for most vampires unless they protect themselves with the “Protection from Sun Rays” cocktail (recipe available at level 11 of vampirism) or the “Perfect Sun Protection” ability. Until then, from 8 pm to 6 am, it is better for them to stay indoors or at least under a canopy. By the way, in their native Forgotn Hollow the night is longer - from 6 pm to 7 am. If a vampire has a full energy scale, he can afford to run for mail, only slightly scorching the delicate epidermis, but with low energy this can be fatal. By the way, even ghost vampires are afraid of the sun.

With the Sims 4 Seasons expansion, life has become much easier for vampires. To the cloud or rainy weather they calmly walk along the streets, and can hide from the sun under an umbrella. In addition, they do not feel temperature changes at all and cannot freeze to death or overheat.

Vampires experience a persistent allergy to garlic when they are near a garlic bush or garlic craft, or if they keep garlic in their luggage. If you switch to a vampire, you can even see the stench emanating from this vile plant. Moreover, the impact is cumulative. First, the moodlet “Irritation because of garlic” (discomfort + 1) appears, then “The stench of stupid garlic” (discomfort + 2), then “It doesn’t get into my throat anymore” (discomfort + 3). With the last moodlet he will be so sick that he won’t even be able to bite anyone. Moreover, if you remove the garlic, these moodlets disappear in the reverse order, and not immediately. If a vampire gets the idea of ​​eating garlic, he will receive the negative moodlet “Disgusting Garlic” (discomfort + 2), almost the same effect will be from eating dishes with garlic. But this weakness is completely eliminated by the vampire ability "Garlic Resistance".

Mortals who have read ancient tomes can become vampire slayers. To do this, you need to reach level 15 of vampirism and make the “best cure for vampirism.” After that, you need to place it in your luggage and somehow pour it into the vampire. Forcibly, of course. To do this, you will have to have a good fight with him so that fights become available, and then “Kill the Vampire” in bullying interactions. If the hunter wins the fight, he can throw the potion in the vampire’s face and he will be healed. A vampire, having medicine in his luggage, can offer it to his good vampire friend or loved one. Hypothetically, a vampire could drink this potion himself, but what vampire in his right mind would give up his wonderful abilities?

Healing is an instant process, but it often glitches when someone is healing the vampire. The healing message appears, but the vampire remains a vampire, except that the allocated abilities are reset. And even if everything goes well, the vampire can be turned again. After beating his stomach for a few days, he will again become a bloodsucker and even retain his vampire level and ability points.

Interaction with other characters

If earlier city residents only suspected that vampires existed, now they know about it for sure, because in The Sims 4 vampires are not hiding. The characters have many new topics of conversation:

Let's move on to the most interesting part of the life of vampires - their magic. The ability log and vampire level are located in the character's needs tab. A newly turned vampire can only drink blood. He will have to learn everything else by earning ability points. There are several ways to do this:

  • learn the skill of vampirism;
  • drink the blood of other characters;
  • ask other vampires to teach vampirism (this costs energy from the teacher and student, you cannot study endlessly, the teacher’s level must be higher);
  • engage in dark meditation;
  • conduct sparring and duels with other vampires (duels are possible with vampire enemies);
  • use vampiric abilities.

Having earned a certain number of ability points, the vampire goes to new level experience. There are five of them in total: an inexperienced vampire, a junior vampire, an experienced vampire, a vampire lord, and a grand master.

At each level, five new abilities become available to the vampire, each of which can be learned using accumulated ability points. There are 25 options in total, but some have not one level, but three. At each level of experience, you will have to choose one weakness that will somewhat limit the vampire's capabilities. As a result, the Grand Master will have 4 weaknesses, after which he will be able to easily earn points and acquire new abilities.

Acquired abilities and weaknesses can be reset using the Dose of Change potion, available at level 14 of vampirism, and then distribute the points in a new way.

The vampire can dispel the spell cast ahead of schedule. Another vampire can too, but only if he has the same ability. Enchantments can be cast on both mortals and vampires, but they do not always work on the latter.

To gain ability points faster, it is advisable to acquire several active skills like compulsion or hallucinations so that you can walk around the city and scatter them on others.

List of vampiric abilities

Icon Name (Ability Points) Description

Inexperienced Vampire

Character Definition (2)

Bat Form (2)

Alternative way movements of vampires. On the ground, the option "Fly here with a bat" is available, and the vampire has the action on itself "Always move with a bat." Two vampires with this ability can have sex in winged form, and two teenage vampires can just fool around.

Hallucinations (1)

The Vampire has a new interaction called “Induce Hallucinations.” The victim falls into a stupor for a while, animatedly communicating with an imaginary interlocutor.

Eternally welcome guest (2)

The vampire has access to the “Vampire Guest” action on the front door. You can enter any house, even if there is no one in it.

1. Follower of the occult sciences (1)
2. Adept of the occult sciences (2)
3. Master of Occult Sciences (3)

With each ability level, the character spends less vampire energy when using abilities.

Junior Vampire

1. Vampiric Charm (3)
2. Vampiric irresistibility (3)
3. Vampiric Charm (3)

Conflict: Deadly aura.
The vampire gains the “Seductive Vision” effect on himself, which turns on a red aura around him for 4 hours. This aura, like a magnet, attracts characters of the opposite sex to him, who themselves start a flirty conversation with him. The vampire gains a positive moodlet “Vampiric Attraction” with the effect happiness + 1, +2 or +3 depending on the level of the ability

1. Vampiric Power (3)
2. Vampiric muscles (3)
3. Vampiric Might (3)

Coercion (3)

New interactions become available to the vampire from the “Force” tab. You can force another character to clean, fix equipment, sit, play sports, leave, wake up, or say nasty things to someone.

Garlic resistance (1)

The vampire will no longer react negatively to the smell and taste of garlic in any form.

Creation of Vampires (3)

New interaction with mortals “Turn into Vampire” is available. It is impossible to convert those who have recently “drank” and pregnant women. You can convert even an unfamiliar character. The converted will become the offspring of a vampire.
In order for a vampire living somewhere in the city to convert, you need to invite him to visit or meet him in the city in a few days, otherwise he will remain mortal.

Experienced Vampire

Hypnosis (4)

The vampire gains the Hypnosis interaction, which puts the victim into a stupor. It's not clear why this is needed.

1. Moonchild (4)
2. Night creature (4)
3. Lord of Darkness (4)

At night, the vampire has the moodlet “Moonchild” (happiness + 1), “Night Creature” (happiness + 2) or “Lord of Darkness” (happiness + 3) depending on the level of the ability. The vampire will be stronger, faster, less tired and learn skills faster.

Irresistible drowsiness (4)

The vampire can put other characters to sleep. They lose consciousness immediately after exposure.

Soul Control (4)

A vampire has a fourth way to drink someone else’s blood - “Draw out the soul.” After drinking, he will have a stronger “Bloody Satisfaction” moodlet (happiness + 2 for 8 hours), but the most interesting thing is that immediately after drinking, you can return the soul to the victim. This action will erase her memory (reset all dating information) and give temporary immunity from vampires ("Returned Soul" moodlet, confidence + 3 for 2 days). A convenient ability if you need to peacefully part with a boring girlfriend or get a chance to improve relations with an enemy.

1. Vampiric Slumber (4)
2. Improved Vampiric Slumber (4)
3. Vampiric trance (4)

Conflict: Restless sleep.
A vampire sleeps more peacefully and gets enough sleep faster.

Vampire Lord

1. Suppression of emotions (5)
2. Controlling emotions (5)
3. Mortification of emotions (5)

Conflict: eternal sadness.
The vampire has an eternal neutral moodlet, which interrupts many emotions. The higher the level of the ability, the stronger the moodlet.

Supernatural Speed ​​(5)

An alternative method of movement for vampires. Anywhere on earth the option “Run here vampirically” is available; the vampire will run there so quickly that his image will be blurry (like vampires in The Sims 3). By acting as a vampire on yourself, you can turn on the vampiric run “by default.”

Calling needs (5)

The vampire gains the "Call a Need" interaction with other characters. You can deplete someone else's hygiene, vigor, toilet or hunger scale. Another vampire's thirst and hygiene scales can be depleted.

1. Sun protection (5)
2. Increased sun protection (5)
3. Ideal sun protection (5)

Conflict: Sensitivity.
At level 3 of the ability, the character can calmly walk down the street even on a sunny day. At levels 1 and 2 negative impact the sun will be a little lower than usual.

Unscented (5)

The need for hygiene is always at its maximum.

Grand Master

1. Influence on emotions (6)
2. Change of emotions (6)
3. Controlling emotions (6)

A very useful ability for members of a vampire’s household, because he will be able to convey a certain mood to everyone around him. To do this, use the vampire's "Influence Emotions" action on yourself and choose what you want your characters to feel: inspiration, attentiveness, excitement, anger, sadness, discomfort, playfulness, flirtatiousness, dazedness, boredom, embarrassment, stress, happiness, or confidence. After this, a glow with the color of the selected emotion will spread around the vampire. Everyone who is “hooked” by it (including other vampires) will have an emotional moodlet for 4 hours. The effect of the moodlet depends on the level of the ability and is + 2, + 3 or + 8.

Mistform (6)

An alternative method of movement for vampires. The character has the option “Traveled here by fog” and the option “Always move by fog” on himself. The movement occurs almost instantly.

Distance from the team (6)

The need for communication is always at its maximum.

Thirst suppression (6)

Conflict: Insatiable thirst.
The ability has little effect. The character can still drink from other Sims, but will not go mad from hunger.

Immortal pleasures (6)

The need for leisure is always at its maximum.

List of Vampiric Weaknesses

Icon Name Description

Inexperienced Vampire

Shrunken stomach

Guilty drinker

After drinking mortals, the vampire will experience severe stress ("Guilty Drinker" moodlet, stress + 50 for 4 hours).

Uncontrollable hissing

The vampire will periodically hiss, which will make everyone around him scared and begin to have a negative attitude towards him.

Junior Vampire

Sloppy drunkard

The vampire drinks other Sims sloppily, so he gets full more slowly.

1. Sensitivity
2. Flammable flesh
3. Flammable flesh

Dhampir, ghoul, strigoi and moroi - all this different types vampires. Some of them refer to the pawned dead - a general definition for evil spirits that rise from their graves. Find out how they differ and whether all vampires pose a danger to humans.

In the article:

Descendant of a human and a vampire

A dhampir is a child born to a human woman from a vampire man. Female half these entities are incapable of conception. This phenomenon is new in. Dhampirs are a rarity today, because their fathers rarely reproduce in the usual ways. They consider their descendants to be people converted into vampires.

Dhampirs have recently appeared, as has information that vampires are capable of traditional reproduction. However, not every woman is able to conceive and bear a child from evil spirits. This role is for a select few, like turning into a vampire - many die instead of becoming evil spirits living in eternal night. Dhampir mothers often die in difficult birth or during pregnancy - the fetus feeds on her blood and may reject human food.

The first dhampirs appeared in the middle of the last century. They receive their father's abilities, but do not have the weaknesses inherent in vampires - they are not afraid of the sun and can live without human blood. Otherwise, dhampirs are very similar to vampires - they are fast, strong and resilient, and are able to regenerate at high speed. They grow up just like people.

Dhampirs live much longer longer than people, but not forever. Nor can they turn you into a vampire with their blood. Their fangs rarely differ from human ones, but they can be large. In general, a dhampir falls between a human and a vampire. If he drinks blood and gets close to the latter, he will become afraid of the sun and feel thirsty, and living like a person, he will lose some of his dark abilities. The dhampir must maintain a balance between the undead and the human.

Stregoni Benefici

An unusual descendant may not know about his origin, but vampire abilities will awaken sooner or later. Already in childhood he will stand out from the crowd of his peers. Dhampirs make ideal vampire hunters - they sense them, and can also oppose their abilities to evil spirits, especially if they were born from a strong representative of the bloodsuckers. They are just as difficult to kill as a regular vampire.

Particularly successful vampire hunters were often called dhampirs. That's how he was Murat Barnabar, a gypsy known in Serbia in the 1950s. Stregoni Benefici considered one of the dhampirs. He did not drink blood, but had unusual abilities. Stregoni Benefici hunted bloodsuckers who killed people. He himself made do with animal blood.

Strigoi

Strigoi is a character from Moldavian and Romanian mythology. In the old days, he was considered similar to a vampire or ghoul. Suicides hanged of their own free will or criminals executed in this way, as well as people whose bodies have been given over to evil spirits, turn into strigoi. It can be either male or female, but in the latter case, these evil spirits are usually called strigoaikas.

Strigoi are often confused with Moroi, but they are different creatures. You will learn about their similarities and differences below. According to legend, Strigoi have two hearts. Some ancient legends say that only red-haired and blue-eyed people can become evil after hanging, but other sources say that this creature can have any appearance.

After death, a Strigoi emerges from the grave and returns to the place of its former life. He drinks the blood of people who could be his good acquaintances or friends, and sends nightmares to his neighbors. Strigoi can terrorize the relatives of the person to whom the body belonged during life. He is counting on help, and also on the fact that their emotions will prevent him from being killed.

Strigoi cannot be discovered without opening the coffin, to which he returns in the morning every night. Sometimes the evil spirits leave the grave dug up and hide nearby. If it is possible to find the body of a person who is suspected of possession after death, it is easy to recognize the Strigoi. It is not subject to decay, the body looks as if it was buried yesterday, and not a few months or weeks ago.

If relatives did not consent to exhumation, a horse was driven through the cemetery and forced to step over the graves. Strigoi hides where the animal rears up and does not want to go further. The easiest way to kill evil spirits is during the day, when they are asleep and will not wake up until the sun sets. In the old days, the heads of such dead people were cut off, the heart was pierced with an aspen or metal stake, and sometimes the deceased was also placed face down.

Moroi

If a strigoi is a physically existing dead person who rose from the coffin and went in search of living blood, then a moroi is a ghost who left the grave. Despite its ethereal nature, it causes a lot of problems for residents of the village closest to the cemetery. Moroi are classified as a type of vampire, mainly due to their harmfulness, as well as their origin from the deceased.

Both men and women can become Moroi. In the latter case evil spirit called Moroican. Sometimes a Moroi was considered a vampire who in the past was not a person who accepted death, but was converted into a bloodsucker during life by the same creature.

The name of this evil spirit comes from the word “pestilence”, and this is not surprising. Moroi not only drank blood and appeared in a ghostly form, scaring people. He knew how to cause drought and cause epidemics. In the old days, everyone knew that if a Moroi appeared in the area, many people would soon die from the disease.

How witches and wizards die and what they become after death

People interested in esotericism are concerned with the question - how do witches and sorcerers die? It is believed that they recover with difficulty and can suffer for several days until one of the villagers gets the idea to dismantle the roof, open the stove damper, or take away the magical gift.

The abilities transferred by the sorcerer are considered black. A person first gets sick for several weeks, after which he gets magical powers. Village beliefs say that those who accept the gift of a dying witch are greatly changed. The fact is that he does not want to leave the world and prolongs the life of the sorceress, prolonging her death throes. Only after the gift finds a new bearer can the witch die.

Modern psychics and magicians are sure that the matter is in the astral part of the sorceress, which has intelligence and wants to receive a new carrier instead of the dying one. This method is compared to the addition of an entity, and this explains the changes that occur to a person. Because of them, people in the villages were careful not to accept the gift. It was believed that he did not bring good, and besides, many were frightened by the truly terrible death of witches.

In the old days they believed that a dead sorcerer was the future pawned dead man, which can transform into a ghoul. So that after death he would not disturb his fellow villagers, the late magician's tendons were cut, sometimes his head was cut off, pierced with an aspen stake and other manipulations were performed to kill the evil spirits.

Whom the earth did not accept


Mortgaged dead - this is what they called people who were so sinful that the earth did not accept them after death.
They were forced to wander, scaring and harming people and livestock. Often, the hostages of the dead are those who have passed away before their time or who have met a violent death.

In the old days, hostage dead included suicides, black sorcerers and witches, unbaptized people, and in some regions also drowned people. All of the above cannot go to the afterlife. Souls that have not found peace wander the earth and harm the living.

Such dead people are called hostages because of the method of burial, which prevented them from rising from their graves and roaming the earth. They were laid face down, and branches and stones were placed on top of the coffin. This was done in advance when they buried a suicide, a murderer, or a person with a reputation as a strong sorcerer.

Such dead people were not buried in church or cemetery areas. As a rule, their graves stood at crossroads outside populated areas, in fields away from inhabited areas, in the forest. Sometimes the bodies were thrown into a swamp or ravine so that evil spirits could not reach people. There was even a belief that suggested throwing the corpse of a dead person, whom the earth would not accept, into a swamp in order to cause rain and end the drought.

In regions famous for the abundance of evil spirits, even separate cemeteries appeared where people with a bad reputation were buried. Their land was not consecrated; churches and chapels were not erected on the territory. Poor cemeteries(from the word “meagerly”) were simple plots of land fenced with sharp stakes.

When passing by such graves, it was supposed to give something as a gift to the restless soul, so that it would not get confused on the way, send illness, or attack in order to drink the blood and eat the flesh of the passerby. They brought things of little value, like straw or stones, and sometimes threw in a handful of earth. So it was as if people were participating in a burial ceremony, in which the unclean deceased was denied, thereby placating him.

Ghouls in Slavic mythology

The ghoul differs from other types of hostage dead by its particular aggressiveness. At night, he climbs out of the grave and goes in search of fresh blood, returning to the coffin only after the third rooster crows. It differs from a vampire in that You can become one only after death.

In Slavic mythology, the ghoul is quite indiscriminate, drinks the blood of not only people, but also domestic animals, and then eats their bodies. In some regions it was believed that if a ghoul did not touch a person’s flesh, but drank only blood, that person would become a bloodsucker immediately after burial. Those killed by evil spirits were buried in the same way as all those suspected of becoming a hostage deceased.

Ghouls cause droughts, epidemics and famine, and send pestilence to people and livestock. People became them, especially if the curse was imposed by a priest. It was called an anathema and was imposed on murderers and heretics who distinguished themselves with particular cruelty. Werewolves and sorcerers also had a high chance of becoming ghouls after death.

In the old days, everyone knew what a ghoul looked like. He looks human, except for the reddish tint to his skin due to the blood he drank. These creatures do not decompose and do not have the characteristic corpse odor. They don't have fangs like . The teeth are pointed, like those of a shark, and this feature is noticeable only when attacked by evil spirits - he knows how to hide it.

Ghouls often lived among the living, pretending ordinary people. They were feared, because the consequences of finding such a creature in the village were fatal - there are stories from the past about entire settlements destroyed by ghouls. Often living people were accused of belonging to evil spirits, for which they were most often burned. Bloodsuckers also have natural enemies - bears and wolves, which can defeat a strong monster. Animals sense it coming and become enraged or run away in fear.

How ? It is extremely difficult to defeat this monster at night. Through the centuries, information has reached that even detachments of several dozen people could not kill him. Ghouls do not take regular weapons. It was impossible to escape from him even on a horse. You can only hide where there are crosses and other Christian symbols. A ghoul can break through the walls of ordinary houses with his hand without much effort.

According to Hungarian legends, a vampire could ruin grain harvests. The Hungarians hired special people, talbos and kresnik, whose sole purpose was to protect crops from vampires. The Kresniks were the best European vampire slayer group.

Animal management.

Vampires can subdue and control wild animals. Pets, as a rule, experience wild horror of vampires, and seek protection from their owners.

Immortal life.

As already said, the vampire is undead. Having died once while still mortal, this creature can no longer die naturally. He is not bothered by illness and cannot die from injury, but he is not invulnerable. The causes of his death will be discussed below.

Vampires can fly, either in their physical form or in the form of bats, birds, or insects.

The undead have the ability to hypnotize and are able to control a person. They can force him to obey and fulfill their every desire. However, there is one thing: in order to hypnotize a person, the vampire and the victim must look into each other's eyes. This is why you should never, EVER, look a vampire in the face, no matter what he says.

Seepage.

A vampire's ability to penetrate cracks or seep through the ground. This is how he leaves his coffin, after the first awakening.

Moving along vertical walls.

Vampires are able to climb vertical surfaces or hang from ceilings. They move like a spider along the walls of buildings, approaching the windows in order to penetrate the bedroom to their prey.

Feelings.

Their ordinary human senses (such as touch, smell, hearing, etc.) are much sharper than those of humans. In addition, they have the ability to see in the dark, sense the presence of other beings, and are able to perceive vibrations in the air and material things.

Speed.

The vampire is capable of moving at high speed. His body can withstand any physical activity well, and he can perform many complex movements at the same time. It is so natural for them that being among people and forgetting themselves, they can give themselves away.

A vampire's strength is several times greater than that of an average human. The blood a vampire consumes contributes to his strength. As time goes on and he absorbs the blood of more and more people, the vampire becomes more powerful, so the older vampire is stronger than the younger one.

Transformation.

One of the vampires' best defenses is to take on another form. Most often it is in the form of a bat or a huge wolf, although it can take other forms. These could be birds, rats, mice, dogs and even fleas. Transforming into a bat gives the vampire the ability to fly. In modern times, vampires are associated primarily with the bat. Transforming into a wolf has many contradictions. According to tribal legends Latin America Every vampire must spend some time in the form of a wolf. However, in Slavic folklore the wolf is the most cruel enemy of vampires. Gypsies of Kosovo believe that vampires are doomed to wander the earth until they meet a wolf who will tear them to pieces.

The vampire was destined to roam the earth, every night looking for a new victim to satisfy his painful thirst. It is known that they had many mysterious abilities that helped in this matter.

The first of these should be the ability to change the shape of the body. The buried vampire did not need to dig through six feet of soil like a mole every time he left the grave. It was believed that it could seep up through the ground and, once on the surface, take on its previous form. At will, a vampire could become a wolf, a bat, a cat, a rat, and even a light mist. In one form or another, he could climb any wall, climb through any window, and even get through a keyhole. Unless special precautions were taken, no place could be completely safe.

And there was no place more dangerous than your own home. Vampires tended to visit primarily their family members: husbands - wives, and wives - husbands. Young women were looking for their former suitors. Without exception, both men and women, preferred young, healthy and attractive victims. Theoretically, the blood of young people was more nutritious and healing.

Vampires could subjugate various night creatures to fulfill their own will. So Dracula kept a pack of wolves to protect the castle and scare away uninvited guests. In addition, he could hypnotize people, making them unable to resist and remember what happened to them.

The appearance of a European vampire consists largely of features by which it can be distinguished from an ordinary corpse, one has only to open the grave of a suspected vampire. The vampire has a healthy appearance and ruddy skin, he is often plump, he has long hair and nails and, on top of that, he is not at all decomposed.

The most common ways to destroy a vampire are to drive a wooden stake through its heart, decapitate it, and completely incinerate its body. To prevent someone who might become a vampire from rising from the grave, the body was buried upside down, the tendons in the knees were cut, or poppy seeds were placed in the burial ground of the would-be vampire to force him to count them all night. Chinese vampire stories also claim that if a vampire comes across a bag of rice on his/her way, he/she will count all the grains. Similar myths are recorded on the Indian peninsula. South American stories about witches and other types of evil or harmful spirits and beings have a similar tendency.

Items that protected from vampires (as well as from other supernatural creatures) were garlic (mostly characteristic of European legends), sunlight, the stem of a wild rose, hawthorn and all sacred things (holy water, crucifix, rosary, star of David, etc.) ...), as well as aloe, hung behind or near the door, according to South American superstitions. In Eastern legends, sacred things such as the Shinto seal were often protected from vampires. It is sometimes believed that vampires can change shape, beyond the common stereotype of a bat from films and cartoons. Vampires could transform into wolves, rats, moths, spiders and many others. Vampires from European legends do not cast shadows or have reflections. This may be due to the vampire's lack of a soul. There is a belief that a vampire cannot enter a house without an invitation. In the Christian tradition, vampires cannot enter a church or other sacred place, as they are servants of the devil.