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@antedeluded

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Unbothered. In my zone. Moisturized. Blood thirsty. Going insane.
Starting a collection
I've been sick so drawing has been difficult.
blue screen of death
they have been busy today it seems

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Don't vent to Pinkie Pie
line art tutorial
ăăă ăľăă漽ăăżă§ăďź by chieo âťIf you like this artwork please support the artist by visiting the source!
isnt it cool how the brain is like a wet computer
my creepy monstrous henchmen agreeing with me

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i love âfledglingâ used as a term for a new vampireâŚ.. You are like a baby bird. to me
that's only one mice?
The Sims 4: Vampire the Masquerade Challenge
This Sims 4 Challenge is inspired by the game âVampire the Masquerade: Bloodlines (VTMB).â You will have seven generations that you will play through, similar to a legacy challenge. Your main goal is to survive off of the blood of humans and/or animals without being caught. As a vampire, you represent one of the seven playable clans in VTMB. Different clans have different abilities, strengths, weaknesses, and physical appearances. Some vampire clans can blend easily in society and others have to hide away. All vampires are aware of the âmasqueradeâ which is a term for vampire law. To keep all vampires safe from harm, you must maintain the masquerade or suffer the consequences. If you break the masqueradeâs rules then you will lose one point unless otherwise stated, the maximum number of masquerade points is five, if you lose all five points, your generational heir will be killed (you can kill them however way you want, whether quick and simple or creative and drawn-out) and you will fail the challenge. The rules for the masquerade are simple but finite:
Never go out during the day, unless you need to go to work. All vampire generations must acquire the thin-skinned weakness.
Never use your vampiric powers in public, you must hide away from prying eyes. For travel powers, you may use them in public, but they must start and end in hidden locations or areas. For example, if you are a bat you can only turn into a bat in a hidden area and transform back into a person in a hidden area.
If you wish to drink blood either from sims or plasma packs, it must be done in alleys or behind buildings (where other sims wonât see you), or behind closed doors (again where sims wonât see you). No asking for permission to drink.
If you wish to install the Vampires Can Kill mod by Zero, you can only kill in hidden areas but even if you hide to kill you can only kill up to five sims before you lose a masquerade point, but killing a sim in front of people will lose you three masquerade points! (optional mod)
You may turn sims but only with their permission and you must train them. If you turn them without their permission then you will lose three masquerade points! Turning sims without their permission and proper training is highly illegal in vampire law, because one vampire without proper training can expose all of vampiric society and you will be deemed irresponsible and disliked by fellow vampires.
It is possible to gain back masquerade points that you have lost. You can gain one point by maxing a skill, or reaching a top of a career that is required for that specific generation. Getting married and having children will give you a point for each, so having two children will give you two points back. You can also gain points by leveling up a rank, each rank you level up will give you one point back, but once you become a grand master vampire you cannot gain anymore masquerade points by leveling up. Again, you can only gain four points back at once, no more.
There are also generic rules for gameplay and other things:
Mods are allowed, but must not be used to cheat or further gameplay, including adding more vampiric powers. You can add mods for storytelling gameplay. For example, adding the Extreme Violence mod can be used if your sim breaks the masquerade (I have never played with this mod before, but I have seen some videos on it, so if this doesnât work with vampires thenâŚsorry). Another mod called Secret Occults by JaneSimsten, can add more depth into other sims not finding out that vampires exist. These are all optional and not required for gameplay.
No money cheats. When starting the first generation you may use motherlode once, but no more.
You cannot bring your vampires back from the dead, this only applies to dying in the sun and being killed due to losing all masquerade points.
If you are a big VTMB fan and wish to play with the remaining clans then feel free to continue playing after the seven generations are completed.
GENERATION ONE: The Toreador Clan
âToreador picture themselves as artistes and visionaries, and they value the high society mentality that the Camarilla,â (the Camarilla is the vampire government, basically) âreinforces. Of all clans, the Toreador are the most connected to the mortal world through arts and entertainment. Toreador are beautiful creatures, svelte and seductive, and move almost effortlessly through the society of the living. The Toreador's empathy is both a gift and a burden.â Copied from VTMB.
Toreadorâs look the most human of all the vampire clans. They also read the auras of people around them and can detect personalities easily. They also have supernatural speed, and their presence can make other sims infatuated with them.
You have just been embraced (embrace means bitten and turned into a vampire) by a fellow vampire. You have been dropped into a world that is all too new to you. âI am a vampire? I didnât even know those existed!â You decide to educate yourself and train with higher level vampires to learn all you can about your kind and strengthen yourself. You enjoy and thrive in higher society, therefore working with the Camarilla that hold the same values as you. Because of this you begin to work behind the scenes for them as a secret agent, eliminating any threats to the masquerade, and climbing up the ranks towards Diamond Agent. As a Toreador, you appreciate art and beauty of all sorts, dabbling here and there in different skills which you deem lovely and classy.
Gen. 1 Rules:
Reach the top of the Secret Agent career in the Diamond Agent branch.
Throw classy parties often with other like minded individuals whether vampires and/or humans and bond over music and art.
Master a music skill of your choice, you may wish to master all other music-related skills but only one gains you a masquerade point if you have lost one. Master painting and/or writing skill, and master logic, charisma, and the vampire lore skills.
Must have creative, art lover, and romantic traits.
Complete the Master Vampire Aspiration.
For powers choose Eternally Welcome, Detect Personality, Vampire Creation, Garlic Immunity, Vampire Fascination (tier three of Vampiric Charm), Mesmerize, Supernatural Speed, Influence Emotion (tier one), and Tamed Thirst.
For weaknesses choose Guilty Drinker, Combustible Skin (tier three of Thin-Skinned), and Eternal Sadness.
You must only choose these powers and weaknesses, no more, no less, this applies to every generation and their abilities.
Have at least one child.
GENERATION TWO: The Venture Clan
âTruly the upper echelons of society, the Ventrue are seen as the honorable and virtuous leaders of the Camarilla. They wholeheartedly support the Masquerade, influencing the mortal and undead worlds to help them maintain the Masquerade as well as garner support for themselves. Clan Ventrue is an exclusive and powerful gathering of immortals, and even the lowliest initiate of Clan Ventrue can expect special treatment in Kindred,â (the name for all vampires) âsociety. This regal bloodline, however, gains no nourishment from the lowborn and thin-blooded. Ventrue gain no blood from feeding on animalsâŚâ Copied from VTMB.
As a Ventrue you have the power of dominance, you can command, and control sims around you to do what you want. They are also strong, although not the strongest clan, they can do decent damage, in spars with other vampires. You also have the power of presence like your parent before.
You were raised in high-society and surrounded by rich and powerful vampires and humans alike. You were given the best of the best as a child and you can expect nothing less. You join the Camarilla and work for them and take a job as a politician eventually rising to the top of the career. You also enjoy throwing parties and hosting fancy dinners, but you couldnât possibly invite humans to them, only other high-societal vampires allowed. You also like the fine arts like your parent but you would rather watch someone else do it, you donât like getting your hands dirty, unless itâs a bite to eat.
Gen. 2 Rules:Â
Reach the top of the Politician career in the Politician branch.
Max Charisma, Comedy, Research and Debate, and Vampire Lore skills.
Throw parties often but only with rich and powerful vampires.
Complete the Friend of the World aspiration.
Must have snob, high-maintenance, and squeamish traits (good luck lol).
Cannot drink from dirty, homeless, or elder sims.
For powers choose Eternally Welcome, Garlic Immunity, Vampire Creation, Command, Vampiric Strength (tier one), Vampiric Allure (tier two of Vampiric Charm), Mesmerize, Child of the Moon (tier one), and Alter Emotion (tier two of Influence Emotions).
For weaknesses choose Withered Stomach, Combustible Skin (tier three of Thin-Skinned), and Day Phobia (tier one).
Get married and have at least one child.
GENERATION THREE: The Tremere Clan
âBlood sorcerers born from mystic rituals and diablerie, the Tremere are the least trusted of the Camarilla clans. The ritual the Tremere used to transform from living mages into undying monsters stripped them of their magic arts. To compensate, the vampires of Clan Tremere developed Thaumaturgy, the powerful Discipline of blood magic. The clan guards its secrets jealously and are the only Kindred to wield this powerful Discipline. The pursuit of arcane knowledge comes before all else, and the reliance upon it has weakened the bloodlineâŚâ Copied from VTMB.
Tremere are a weaker vampire, they cannot have super strength or an alluring charm about them. Instead, they are the only clan to use blood magic to confuse and control their enemies and victims.Â
You hated being raised in high-society. There were so many social norms and manners that you couldnât stand to be around. Surely, there was more to being a vampire than this. You begin to read many books about different supernatural beings and your desire to be more powerful than your ancestors before only grows. To set yourself apart you begin to learn ancient blood magic from the spirit realm. The blood magic you learn can control your enemies and victims and you can use them to get what you want and more. You secretly begin to work in the criminal career reaching the top of the Boss branch. You create more vampires with powers like you, throwing outings and reveling in your powers without breaking the masquerade.
Gen. 3 Rules:
Reach the top of the Criminal career in the Boss branch.
Master the Medium, Vampire Lore, Gemology, Mischief, and Logic Skills.
Complete the Chief of Mischief aspiration.
Make a club with your created vampires (that your sim turned) and throw outings with them once a week to use your powers and drink blood. Donât forget to wipe memories with the âDrain Life Spiritâ power on bystanders, or you could break the masquerade.
Must have the Bookworm, Insider, and Jealous traits.
For powers choose, Detect Personality, Eternally Welcome, Command, Garlic Immunity, Vampire Creation, Mesmerize, Deprive Needs, Manipulate Life Spirit, and Control Emotions (tier three of Influence Emotions).Â
For weaknesses choose Combustible Skin (tier three of Thin-Skinned), Fitful Sleep (tier one), and Eternal Sadness.
Live in a haunted house residential lot.
Have at least one child.
GENERATION FOUR: The Malkavian ClanÂ
âMalkavians are known as Lunatics because of their ability to hear voices of âinsightâ and subject others to their insanity through their Discipline (power), Dementation. The world appears much different to the Malkavian than it does to the âsaneâ clans, though the extent of a Malkavian's madness depends on the individual. A blessing and a curse, a Malkavian's insanity will help or hinder them, depending on how much they struggle against their nature.â Copied from VTMB.
Malkavians use their powers to inflict their insane nature onto others. This is where the vampires begin to look less human, they still can blend in but their lack of rest and peace definitely shows on their face.
You were used to spirits surrounding you your whole life, you constantly heard voices telling you what you need to do, and where you need to go, but every time you tried to tell your parent about this, they never listened and called you âcrazy.â Sure enough, you began to embrace your craziness, verging on insane, but once you grew up you learned that you could latch the spirits around you onto your enemies and victims to create a sense of hysteria in their minds. You used this to get ahead in life and in your career. You gain more powers around spirits, so you become a âparanormal investigator,â and surround yourself with the crazy. Finally, you begin to find a sense of peace with yourself and the world.
Gen. 4 Rules:
Get a job in the Freelance career as a Paranormal Investigator, go on at least ten easy jobs, eight medium jobs, and five hard jobs.
Complete the Inner Peace aspiration.
Master the Medium, Mischief, Vampire Lore, and Logic skills.
Must have the Erratic, Paranoid, and Kleptomaniac traits.
Acquire the Brave reward trait.
For powers choose Detect Personality, Eternally Welcome, Cast Hallucination, Garlic Immunity, Vampire Creation, Mesmerize, Master of Darkness (tier three of Child of the Moon), Irresistible Slumber, Influence Emotion (tier one), and Mist Form.
For weaknesses choose Combustible Skin (tier three of Thin-Skinned), and Nightmarish Sleep (tier two of Fitful Sleep).
Hold sims hostage and torture them often, for fun; but you must release them at some point because you want them to become just as crazy as you are.
Have at least one child.
GENERATION FIVE: The Brujah Clan
âBrujah are passionate idealists and rebels, more likely to fight for their rights than write protest songs. In life, most Brujah sought social change, and in undeath, most clan members commonly seek the creation of a vampiric Utopia. As militant radicals, they are renowned for their combat skills, but are also more likely to frenzy due to their hot-bloodedness, so to speakâŚâ Copied from VTMB.
The Brujah are one of the stronger and more intimidating clans. They are further from humanity appearance wise as they seem to look quite striking and intimating. Still somewhat able to blend in with society, they take on roles of power and like to defy the rules of the Camarilla.
Wow, your parent was crazy! You are glad to be out of that home and unassociated with them. Ever since you were little you were pretty strong. In fact, you were too strong. In school, you werenât allowed to make the wrestling team because they said that you have the strength of a grown man, but when it comes to saving the world or helping other lost vampires along the way that doesnât matter. You use your abilities to help show people that the Camarilla are selfish vampires and you believe that they should stop controlling everyone and everything for their benefit. You think being in high-class is prudish and them looking down at the needy and turning up their nose is despicable. You do everything you can to help other vampires, even if the Camarilla disagree with your standards and way of going about it.
Gen. 5 Rules:
Reach level 4 of the Military career before switching to the Politician career in the Charity Organizer branch. Reach the top of the Politician career.
Go out a protest often, for whatever cause of your choosing.
Lead at least four successful protests.
Master Charisma, Fitness, Vampire Lore, and Mixology skills.
If you see vampires taking advantage of sims around you, fight them.
Turn at least three sims into vampires (legally), and lead Camarilla opposing actions with them.
Must have the Self-Assured, Hot-headed, and Loyal traits.
Master the Body-Builder aspiration.
For powers choose Eternally Welcome, Vampiric Charm (tier one), Vampiric Brawn (tier two of Vampiric Strength), Garlic Immunity, Vampire Creation, Mesmerize, Dampened Emotions (tier one), Supernatural Speed, and Influence Emotions (tier one).
 For weaknesses choose Combustible Skin (tier three of Thin-Skinned), Insatiable Thirst, and Day Phobia (tier one).
 Have at least one child.
GENERATION SIX: The Gangrel Clan
âGangrel are wild loners that are the most in tune with the Beast Within, allowing them to shapeshift into more beastly forms. Nomadic in nature, Gangrel care little about vampire politics and prefer to dwell and hunt in the outskirts of societyâŚâ Copied from VTMB.
The Gangrel clan doesnât fit into society very well. They stick out like a sore thumb and are looked down upon by the people around them, probably because of their animalistic nature that can turn into bats and their slumped posture, that makes them look frail, and weak. But the Gangrel are far from weak and are the strongest vampire clan in their true form.
You were never into the politics or the charity that your parent was into. In fact, you thought that the protests were boring and a waste of time because the Camarilla wonât do anything about it anyway, so you would just stay in your room and surround yourself in things that you enjoyed and found worth in. You like to collect things in the world and display them in your residence. You donât like big cities or lots of people so you like to live further away in closed societies, where few people live, because of this you tend to only feed on animals and vermin, although you prefer humans. You donât have a job. You just sell all your collectibles for money and live in an abandoned house, but soon you find your match, they may not be pretty or attractive whatsoever, but you love them anyway and you marry them, living what you see as a peaceful and successful life.
Gen. 6 Rules:
Complete The Curator aspiration.
Master Archaeology, Vampire Lore, and Wellness skills.
Finish the elements collection.
Get married and have at least one child.
Must have the Loner, Active, and Loves the Outdoors traits.
Live in a neighborhood with under ten lots, you can choose Moonwood Mill for example.
Travel frequently around the sim world and collect many collectibles.
For powers choose Bat Form, Eternally Welcome, Vampiric Might (tier three of Vampiric Strength), Garlic Immunity, Vampire Creation, Creature of the Night (tier two of Child of the Moon), and Beyond the Herd.
For weaknesses choose Uncontrollable Hissing, Sloppy Drinker, and Combustible Skin (tier three of Thin-Skinned).
GENERATION SEVEN: The Nosferatu Clan
âHideous, skulking, and powerful. Even in a world of monsters the Nosferatu stand out. The Embrace twists and deforms their physical features, forcing them to seek sanctuary underground. Nosferatu are masters of the shadows. Due to their curse, they hide their existence from common humans. Having shared the darkness with vermin for so long, vampires of Clan Nosferatu are able to draw extra nourishment from rats.â Copied from VTMB.
The Nosferatu cannot blend into society! Having people see them will ruin the masquerade. Being seen by other human sims will lose you one point, unless you wipe their memories, by drinking deeply. They look the most monstrous and ugly.
You were so used to being alone that when you grew up you knew that you especially could not be seen or be among people. You knew that the long bloodline of your vampire family before you would eventually turn more and more monstrous in appearance and power. In spite of this, you really enjoyed all the collectibles your parent would bring in, especially the frogs and insects. This prompted you to befriend all sorts of animals that you could train and bond with. You also love learning, especially about the humans and their lives, because of this you use technology to hack and invade other simâs personal space. You use this knowledge to break into their homes, steal their belongings, and attack them, drinking their blood until they forget what happened. Unfortunately, it will be nearly impossible to find love. If you wish to find love it must be with another vampire.
Gen. 7 Rules:Â
Complete The Friend of the Animals aspiration.
Master the Pet Training, Programming, Vampire Lore, and Video Gaming skills.
Get a job in the Freelance career as a Programmer.
Break into ten homes and steal at least one item from each home, you must repurpose the things that you steal into your home.
Use plasma packs as your primary source of blood.
Do not be seen by human sims.
For powers choose Bat Form, Vampiric Brawn (tier two of Vampiric Strength), Vampire Creation, Master of Darkness (tier three of Child of the Moon), Mist Form, Beyond the Herd, and Immortal Pleasures.
For weaknesses choose Combustible Skin (tier three of Thin-Skinned), Sleep of the Undead, and Undead Aura.
I hope that you will enjoy this challenge and maybe test out some features that you have never played with before. I tried to make this get progressively more challenging, but itâs not impossible. I also encourage you to play âVampire the Masquerade: Bloodlines,â if you havenât before! I have always wanted to make a challenge, so feel free to repost but do not claim as your own. Make sure to tag me on your post. If you post your vampires or builds to the gallery for this challenge, please put where to find the challenge and put #vtmbchal so I can see your amazing creations! If you have questions or need something clarified feel free to comment and ask! Happy Simming!

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Sunday bangboo đđ
I don't want to make ââdoctorâs appointmentsââand ââschedule a follow up.ââ I want to be coaxed gently into a crate and taken to the vet.
Can I also get in on the part where the doctor patiently bears with me as I scream the entire time and then gives me some spray cheese on a tongue depressor?