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Old 11th Nov 2018, 12:27 PM DefaultRebirth of a Coven #1
kindredmaje
Original Poster

Test Subject

Join Date: Jun 2015
Posts: 17


Backstory: There once was a time when my kind ruled the night, hunting for the finest cuisine and stalking exclusive venues. Mortal Sims feared us so extraordinarily, they dared not traverse the night lest they and their kinsmen be swallowed down the gullet of the "night fiends." We. Were. Gods.

But now...we are dying. My brother was the only Elder that survived the mass executions of my people during the war. They dragged us into the Sun and scorched our bodies. He was lucky, but only for a short time. He, and any other Sims who managed to get caught again after escaping, were collected and dealt with accordingly. Don't ask me how I survived, I'm not sure of that myself.

I traveled to the New World following the War of the West and n my journey to a new start, a new lie...perhaps... I felt the crack of a dry throat often. Even as an Elder, as a leader of a once great Coven in the Old World, I scrounge for the faintest amounts of plasma. I used to be a God.

We used to be Gods and I will not stand idly by and watch my people turn to ash so effortlessly. We were picked clean by our enemies, driven into the darkness farther than we had ever been. But, they never knew what the darkness could birth. From the depths of which we had dwindled, we will rise again. We will endure.

Goal: Create an entire Coven that lasts for a total of 10 generations.

Setup:
CaS
  • there only one Elder left, so, create 1 Young Adult Vampire Sim.
  • traits of this Elder come of the Old World meaning they can be hand chosen. But, because the New World is strange and unnatural to Vampires, all future generations must have randomized traits that can be changed up to three times.
  • the passage of the pure blood of Elders from the Old World is marked by aspects of the offspring. One aspect of the vampire's appearance (or trait, if desired) must be selected to pass on to offspring. If a trait is chosen, then offspring must have the third trait replaced with the gene-trait.

Build/Buy- You are creating the head of your Coven which can only be done first by building a home suited for 6 vampire Sims. It doesn't have to be a house with six bedrooms and six bathrooms, an enormous living room and parlor, you only have to have 6 coffins somewhere in the house, even if it's in the basement.
  • there should be a way for each Sim to learn and advance their Vampire Lore skill to pass on the knowledge of our people.
  • other skill items such as the Pipe Organ or the chess table should be set up somewhere in the house to be easily accessed. All necessary skills for each rank of the Coven can be found below.
  • in your build, there should be a ceremony room where club meetings (explained below), Coven holidays, and general gatherings are held. For reference, you should have something along the lines of a large table and chairs, a space for dancing and singing and maybe a stereo.
  • the end result of this challenge is that each section of the coven will have their own household to manage, each rank and section is described below, and will have to play their own individual part in the Coven.

Gameplay: There is a collection of gameplay tips and specifications as you play that are described in this section of the challenge. Coven Ranks, available careers, and even what members of the Coven should live where is discussed below and should be read thoroughly before playing.
  • There must be a new Elder for each new generation. A new generation starts when the heir, or Regent if desired, of the previous generation reaches Young Adulthood, masters the Vampire Lore skill, and acquires the Vampire Creation ability. If desired, there should be an ascension ceremony for the new Elder and an equal diminution ceremony for the previous Elder.
  • When the current Elder steps down, they should be aged up to Adulthood. They will have three days to go on a feeding frenzy to solidify their honor as a leader in the Coven. After these three days, they should be aged up again to Elderhood. What happens to them after this point is entirely up to you.
  • If there is a mutiny, a rebellion of sorts, where a part of the Coven disagrees with the Elder and the other parts of the head of the Coven, there can be a usurping of the throne. To do this, each member of the council must be fought and slain, then killed. The leader of the rebellion will then take power of the Coven as Elder. Should the leader fail in their venture, they are to jailed, fangs removed, and set for execution whenever you see fit.
  • Execution does not necessarily have to be by burning the vampire alive under the sun. Most executions have to be done to a slain vampire so they are human and can't die that way anyway. They can be killed any way you wish to do it.
  • Each section of the Coven is separated based on their ranks. The head of the Coven is kept together, the muscle as well, and the 'nannies' of the family number 1 for each home. The home placement for each group of the Coven is as follows:
    • Elder, Regent, Prelates, and a Keeper in one home
    • Head Sentry, Sentries, and a Keeper in one home
    • Head Liaison Specialists, Liaison Specialists, and a Keeper in one home
    • Orphans, Fledglings, Lost Ones, and a Keeper in one home
  • Quite like the living arrangements, the separate groups of the Coven also have clubs that they belong to as they accept their roles. This club system is as follows:
    • Elder, Regent, Prelates, Head Sentry, and Head Liaison Specialist in one club
    • Head Sentry and Sentries in one club
    • Head Liaison Specialist and Liaison Specialists in one club
  • The club the Elder, Prelates, Regent, Head Sentry, and Head Liaison Specialist are in is called the Coven Council. They are meant to meet 1-2 times a week to discuss Coven matters.
  • The careers that are allowed are those that won't bring too much attention to the vampires' abilities or unusual appearance, and those that aren't disgraceful in the eyes of the Coven. The unavailable careers are as follows: Athlete, Criminal, Culinary, Law Enforcement, Gardener, Secret Agent, Entertainer, Politician, and Social Media.

Coven Ranks, Skills, and Careers- There are ranks in the Coven you will create. Each rank has specific skills and careers they must tend to. The lower ranks, should they wish to advance from their positions, must pursue and master the skills of their desired roles. To advance, a lower rank can only be eligible to raise in rank if they have a skill level of 4 or higher in all of the necessary skills. They must also have a friendly relationship with the leader of their desired position, such as the Head Sentry for Sentries and Prelates for keepers. All Coven ranks, necessary skills, and available careers can be found below.
  • Elder- the leader of your Coven, and the first Sim you will create in the challenge. They oversee Coven operations and makes necessary changes if needed. They, along with their second hand, the Regent, are the lawmakers of the Coven. Should the Elder and the Regent disagree on any subject, a democratic vote would take place.
    1. Skills:
      1. Vampire Lore
      2. Pipe Organ
      3. Fitness AND/OR Wellness
      4. Logic
      5. Charisma AND Comedy(optional)
      6. Mischief
      7. Painting AND/OR Writing
    1. Careers: Astronaut, Business, Critic, Writer, Medicine, Painter, Science, and Tech Guru.
  • Regent- the Elder's second hand. They are more closely involved with the happenings of the Coven and reports directly to the Elder. If and when the Elder dies or steps down, the Regent, as an heir, would take over. These vampires are hand-picked by the Elder from the Prelates and have much political power in the Coven. Should the Regent and the Elder disagree on any subject, a democratic vote would take place.
    1. Skills:
      1. Vampire Lore
      2. Pipe Organ
      3. Fitness AND/OR Wellness
      4. Logic
      5. Charisma AND Comedy(optional)
    1. Careers: Business, Critic, Medicine, Science
  • Prelates- Coven leaders in training and hand-chosen by the Elder. Usually, there are two of these types of vampires in a Coven of which have shown exceptional leadership qualities. Similar to the Regent, they are closely involved with the Coven's operations as a way to prepare for their future roles as either Regent or Elder.
    1. Skills:
      1. Charisma AND Comedy(optional)
      2. Fitness AND/OR Wellness
      3. Logic
      4. Vampire Lore
      5. Pipe Organ
    1. Careers: Business, Critic, Medicine, Science
  • The Head Sentry- these vampires, of which there is only one for each Coven, are in charge of all defense and attack plans. They align all Sentry underlings, maintain order and peace in the Coven, hunt down escaped blood slaves to wipe their memories or kill them, and prevent the Coven's secrets from getting out. They fight any uninvited mortal Sims who visit the home, believing they may be hunters, and accompany the Elder and Regent everywhere they go. They are ranked evenly with the Head Liaison Specialist.
    1. Skills:
      1. Charisma
      2. Fitness AND Wellness(optional)
      3. Logic
      4. Vampire Lore
      5. Handiness
    1. Careers: Astronaut, Medicine
  • The Head Liaison Specialist- essentially the human relations expert, or, the voice of the Coven and there is only one of these in the family. They find new slaves, ask new mortals and vampires alike to join, and organize pickups for donated blood. They watch over everything related to mortals and directly report to the Regent and the Elder. Though the Head Liaison Specialist must follow the commands of the Elder and Regent, they are allowed to reach their end goals by any means necessary unless told otherwise. The Head Liaison Specialist has the power to order other members of the Coven to act if necessary to accomplish their goals.
    1. Skills:
      1. Vampire Lore
      2. Logic
      3. Charisma AND Comedy
      4. Mischief
      5. Writing or Painting
    1. Careers: Business, Critic, Writer, Painter
  • Sentries- these vampires, of which there are two for each Coven, oversee defense and offense. They maintain order and peace in the Coven, hunt down escaped blood slaves to wipe their memories or kill them, and prevent the Coven's secrets from getting out. They are ranked evenly with Liaison Specialists. These Sims are governed entirely by the Head Sentry and reside in a household with them.
    1. Skills:
      1. Vampire Lore
      2. Fitness AND/OR Wellness
      3. Logic
      4. Handiness
    1. Careers: Astronaut, Medicine
  • Liaison Specialists- essentially human relations experts, or, the voices of the Coven and there is two for every Coven. They find new slaves, ask new mortals and vampires alike to join, and organize pickups for donated blood. These Sims are governed entirely by the Head Liaison Specialist and reside in a household with them.
    1. Skills:
      1. Vampire Lore
      2. Logic
      3. Charisma AND Comedy
      4. Mischief
    1. Careers: Business, Critic
  • Keepers- the caretakers of the Coven and the usual placement is one for every household in the Coven. They keep the slaves in good condition, treat wounds sustained by the Coven members, and help teach the Lost Ones discipline. Keepers are essentially the nannies of the Coven and take care of the chores and the children in the family.
    1. Skills:
      1. Vampire Lore
      2. Parenting
      3. Cooking, Gourmet Cooking(optional)
      4. Mixology
      5. Herbalism(optional)
      6. Baking(optional)
    1. Careers: None
  • Orphans- Vampires who've left their old Coven or lost them. Hopefully, there are none of these in the Coven. They, like all other underlings, are treated like second-class citizens and are only respected out of fear. They gain no benefits from their new family and can only advance in the Coven after showing value and loyalty to the other members. This is usually done by presenting responsibilities for desired positions such as collecting a slave or winning a fight. When this is done, your Sim should level necessary skills to advance to the desired position.
    1. Skills: Undecided until assessment
    1. Careers: Undecided until assessment
  • Fledgling- vampires who've left the madness stage and have been assigned a tutor, either a sentry, a liaison specialist, or a keeper. They will be taught for a lengthy amount of time before being allowed to advance to a respected position of the Coven. This period is determined by how long it takes or the Sim to reach level 4 in 2 of the necessary skills in each role. They must also reach at least level 6 in 2 of the necessary skills in their own rank before advancing (if skills are the same, you only have to reach level 4 of each skill).
    1. Skills:
      1. Vampire Lore
      2. Logic
      3. Charisma
      4. Fitness OR Wellness
    1. Careers: None
  • Lost Ones- freshly turned vampires who have an intense hunger for plasma. This leads to a type of "madness" that lasts for a short time. When this hunger dissipates, they are finally able to be given purpose within the Coven. This lasts until the "Thirsty" moodlet disappears.
    1. Skills: None
  1. Careers: None
  • Shadows- traitors of their Covens. These vampires have committed crimes against their families and have been permanently removed. For their indiscretions, their fangs are removed and thrown into the world without the protection of the Coven. Should they ever return, they are to be executed immediately. When someone is cast out of the Coven, go into CaS and remove the fangs, and if they turn up on your doorstep, kill them however you see fit.
    1. Skills: None
  1. Careers: None

Vampire Abilities- each rank in the Coven have specific abilities they should work towards to set in their roles. A Sentry should work towards Vampiric Strength and Keepers should aim for the Deprive Needs power. All necessary abilities or each rank can be found below.
  • Elder- Vampire Creation, Occult Student (all levels), Vampiric Charm, Vampiric Strength (all levels), Garlic Immunity, Child of the Moon (all levels), and Sun Resistance (all levels).
  • Regent- See ELDER
  • Prelate- Occult Student (all levels), Vampiric Charm, Vampiric Strength (all levels), Garlic Immunity, and Child of the Moon (all levels).
  • Head Sentry- Occult Student (all levels), Vampiric Strength (all levels), Mesmerize, Command, Garlic Immunity, and Manipulate Life Spirit.
  • Head Liaison Specialist- Mesmerize, Detect Personality, Eternally Welcome, Vampiric Charm, and Influence Emotion.
  • Sentries- Occult Student (all levels), Vampiric Strength (all levels), Mesmerize, and Command.
  • Liaison Specialists- Mesmerize, Detect Personality, Eternally Welcome, and Vampiric Charm.
  • Keepers- Detect Personality, Eternally Welcome, and Deprive Needs.
  • Orphans- No necessary abilities.
  • Fledglings- No necessary abilities except those of their tutors.
  • Lost Ones- No necessary abilities.


Rules: A set of general rules to follow while expanding the Coven are written below. These are flexible, just like everything else in this challenge.
  1. At least one new fledgling must be added to the Coven every generation.
  2. If a Sim is already a vampire, they would be set as a fledgling in the Coven upon arrival. They must then excel as all other members do.
  3. The plasma fruit is greatly frowned upon in the Coven and is only used for newborns. All other forms of plasma consumption are acceptable including frog plasma packets and those sent by the Vampire Council.
  4. Only Liaison Specialists are allowed to interact with the mortal population for whatever reason. It's best not to have any active careers for your Sims to minimize or eliminate townie interaction completely. Only the Elder can turn Sims and immediately after being bitten, the Sim must be moved into the household.
  5. Relationships with mortal Sims is expressly forbidden. If such a thing should occur, there are to be no children. Any half-breeds are taken from the parents and used as slaves and the parents must be executed immediately.
  6. All children made inside the Coven must have a purpose. Each child born must train towards a future role as perhaps a Sentry or a Liaison Specialist. Start training them is the necessary skills as soon as possible. Toddlers must learn all toddler skills and they must reach at least level 3 before aging up to ensure exceptional eligibility for future occupations.
  7. Vampires should only travel at night, aside from attending school and work.

Tips: Lastly, I've put together a few tips to accompany the guidelines of this challenge. These are merely information tidbits and only affect how your challenge is set up, nothing more.
  1. Heirs are those that succeed the Elder when they die or step down for whatever reason. This can be the Regent as a normal line of succession, or it can be done through the Royal Family, the immediate relatives of the Elder. The line of succession via the Elder is then decided by you on how someone and who takes over.
  2. The Royal Family is the immediate relatives of the Elder including the spouse, the children, and the siblings of the Elder. If desired, the Royal Family can be integrated into the Coven and children can become Prelates, spouses can be Regents and Siblings can be Sentries or Liaison Specialists.
  3. A portrait or photograph should be in the home of each Elder before they are removed.

To finish off this challenge, I want to make it clear that every aspect of this challenge is flexible and can be changed to satisfactory conditions. You should make it your own and have a rebellion in the Coven, or even have a Coven full of only women or men with a similar line of succession. Every part is completely up to you to change, these aspects are merely guidelines to help you through the whole thing. I hope you guys like it, enjoy.
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