Vampire


 * This article details vampires in The Sims, The Sims 2, and The Sims 4. For the article specifically about vampires in The Sims 3, please go to Vampire (The Sims 3).

Vampires are a life state first introduced in The Sims 2: Nightlife, where they are both playable and non-playable creatures. Vampires returned in The Sims 3: Late Night and were further revamped in The Sims 3: Supernatural. Vampires are also reintroduced in The Sims 4: Vampires.

The Sims: Makin' Magic
Vampires do not really play a role in The Sims, not even in Makin' Magic. The only character who is presumed to be an actual vampire is Vicki Vampiress, an NPC who operates the "All Things Draconic" cart in Magic Town.

Sims cannot become vampires, but a magical adult Sim who successfully uses the "Beauty or Beast" charm can temporarily take on the appearance of a vampire. This is purely cosmetic, and the Sim remains a normal Sim in all respects.

The Urbz: Sims in the City (handheld)
Vampires are one of the story elements in The Urbz: Sims in the City for GBA and DS. After the player's Urb washes up at the Bayou, Crawdad Clem and Bayou Boo suspect that they are a vampire, and the player must answer questions to prove that they aren't. Later, when the player's Urb has to go in the Dark Tree, a Grand Vampire appears, but the player scares them off with a glowing rod. When Bayou Boo shows the player's Urb the secret passage to return to Miniopolis, he gets captured on the way. He later appears in Mission 6, where it is revealed that he has been turned into a vampire and is chained up in the secret passage. The player then must pick the lock of the chain and speak to Mambo Loa about vampirism. She tells the player that the cure for vampirism is a heavy chocolate dish. The player then makes a Chocolate Decadence, and feeds it to Bayou Boo, which cures his vampirism.

The Sims 2: Nightlife


Vampires were introduced in Nightlife. They have bluish-gray skin, red eyes, and fangs. The game-generated Grand Vampire NPCs wear Victorian-style clothing, apparently influenced by historical depictions of vampires.

Becoming a Vampire
Vampirism is transmitted via the bite neck interaction performed by a Sim who is already a vampire, such as a Grand Vampire, who will initially only bite Sims with whom they have a high relationship; however, once the Grand Vampire has bitten a Sim, their likelihood of biting other (playable or unplayable) Sims is increased until the lot is reloaded. Non-Grand Vampire Sims still require a high relationship in order to successfully bite another Sim. Other Sims can also Influence a vampire to bite another Sim, though it will likely be successful only if it is a Grand Vampire that is influenced to do so.

Features
In addition to their characteristic coloration and dentition, vampires possess unique animations such as stalking about with an arm over their face, transforming into a bat for faster or more efficient routing, and a scowling portrait in the interaction pie menu.

Vampires gain the Bleh!!! interaction, which lowers the bladder need of target non-vampire Sim and can be used regardless of relationship. Teenage Vampires can get the undead scholarship to go to college, though the memory description will incorrectly describe the Sim as a zombie. Vampires cease to age past adulthood and cannot die of old age or starvation, even if their hunger reaches zero.

Their motives become static during the night (unless depleted by specific activities), but drop quickly during the day. A vampire exposed to daylight will sizzle and smoke and see their needs plummet rapidly; if they are not directed indoors quickly, they will burn to ash and die. For this reason, they must sleep in a coffin or meditate during the day. Due to their nocturnal nature, they can be contacted via phone after other Sims complain of being woken up, but cannot be called between 7 AM and 6 PM; a vampire who owns a computer may be chatted with online at any time.

Other creature Sims can also become vampires, and possess unique combinations of physical traits. Alien, PlantSim, and evil-aligned witch vampires will have turquoise skin, while zombie vampires turn dark blue. Werewolf vampires will retain their vampiric appearances during the day, and look like werewolves at night. Servo vampires gain fangs, a red eye, and a small bat tattoo on their heads.

Curing Vampirism
If at any time the Sim grows tired of the vampire life, Vampirism can be cured with Vamprocillin-D, purchasable from the Matchmaker or brewable by witches. Other Sims can Influence vampire Sims to drink Vamprocillin-D, provided they have the potion in their inventory (this can be accomplished by giving it to them as a gift). Once cured, the Sim will be returned to normal; they will be able to go out in the day but will lose all the perks of being a creature of the night.

A testing cheats interaction exists for curing vampirism, but the interaction is bugged and does not actually cure vampirism.

Wanting and Fearing Vampirism
Sims will not necessarily have wants or fears related to vampirism, but if they do, all Sims except Knowledge and Pleasure Sims will fear it. Knowledge Sims will want it, and once bitten will fear curing it.

The memory of becoming a vampire is always positive, even if the Sim feared becoming one.

Controlling/Avoiding Vampirism
The Grand Vampires will not appear in a neighborhood that does not have a Downtown sub-neighborhood associated with it.

Vampires will not bite autonomously until a playable Sim has been turned into one. Since that requires some positive action on the part of the player, whether or not to have vampires (other than the Grand Vampires) is effectively a matter of player's choice.

Jfade has a set of mods which can be used to control vampires' biting. One keeps vampires from biting NPCs. This can be useful, as once Grand Vampires start biting autonomously, they may attempt to bite Mrs. Crumplebottom, which can lead to game corruption. Another only allows them to bite on residential lots, while the third disables biting altogether.

Trivia

 * Vampires will occasionally hiss or "bleh" as idle actions.
 * Because they have no reflections, using a mirror will result in the vampire reacting with shock and some loss of comfort. Although a vampire will not appear in mirrors, their wedding ring, if they have one, will.
 * Technically, the vampire skin is a whole-body tattoo. For the purposes of chemistry, vampires are considered to have full face make-up as well as vampirism.
 * Although PlantSims' need for sunlight conflicts with vampires' aversion (exposure will raise the sunlight need but rapidly deplete the water need), installing sunlamps over their coffin will keep their needs stable.
 * Even if the player traps a non-household-member vampire in a doorless room, they will eventually teleport to escape.

The Sims 3: Late Night
While not included in the base game, vampires are included in The Sims 3: Late Night expansion pack as well as a theme pack for The Sims 3 iPhone. Without the Late Night expansion pack, using CAS, players can create a Sim with a pale skin, red eyes, and (with custom content) protruding teeth, for a vampire-looking Sim. The Sims 3: Supernatural unlocks the ability to create vampire Sims from CAS, even if the player has not previously installed The Sims 3: Late Night.

Unlike The Sims 2, vampires do not die when they are exposed to sunlight. Instead, they will begin to smoke and will get a negative moodlet when they step outside during the day. If a vampire remains exposed to sunlight, it will eventually pass out and will not be able to use its abilities. Also, the player will get a message if a vampire Sim steps outside during the day.

Vampires in The Sims 3: Late Night look relatively normal, although they have paler skin and shinier eyes than regular Sims. (If the player would like to make a light skin, then "testingcheatsenabled true" may be used. There should be an option to edit the Sim in CAS.) Players can usually pick them out in a crowd by their bright eyes, and possibly by the spiky tattoo on their neck. Sims receive this tattoo after becoming vampires, though it is possible that this tattoo could also be selected in CAS (via "unlockoutfits" cheat code). A regular Sim, unless he or she has the Brave or Evil traits, will get the Hunted moodlet whenever a vampire who they are not friends with is around.

Once a Sim has met a vampire, the vampire will show up in that Sim's relationships panel with a red box around his or her picture. The Sim can use "Ask to Turn" with the vampire, whereby he or she will hold out their arm, and the vampire will bite them on their wrist. If they have a high or romantic relationship with the vampire, the vampire will bite the Sim on the neck instead. If a playable Sim is a vampire, then the player can offer to turn any Sim, but if the Sim refuses, the human Sim will get the "Freaked Out" moodlet. If there are too many other Sims around, or if the player's Sim doesn't have a high enough relationship level with the vampire, he or she may be rejected from receiving "the gift."

After the bite, he or she will have a moodlet describing a mosquito or spider bite. The Sim will then turn into a vampire after 2–3 days. Although vampires can travel, a transforming Sim who is trying to board a plane will be noticed by the flight attendant due to the blemish and will be refused by security. If the Moodlet Manager is used on the human with the moodlet, the Sim will become a vampire.

Vampirism can be cured by buying a cure from the science lab, which costs 3000 simoleons. After being cured, the vampire will lose its vampire form and powers and will become a normal Sim.

Vampires can also have children that will be born with Vampirism. These vampire children can also be cured.

Vampires grow up as normal Sims do, but age five times slower than normal once they reach adulthood.

The Sims 3: Supernatural
Vampires are improved upon in The Sims 3: Supernatural. When this expansion pack is installed, the Vampire life state will be available whether or not The Sims 3: Late Night is installed.

Vampires in Supernatural are essentially the same as the ones in Late Night, but with added features, customization, and social interactions. Unlike in Late Night, they can be created in CAS, and become immune to the sunlight by using the Vampiric Sunscreen elixir. Vampires can become immortal if they get the Immortal lifetime reward. Certain elixirs can either cause vampirism or cure it. With Supernatural installed, vampire features and abilities are enhanced. More interactions are included, such as hypnotic gaze, intimidate, show off teeth, talk about the joy of plasma, and so on. They can also confess or deny their state as a vampire to Sims who are exploiting their weaknesses and accusing them as vampires.

Other features implemented in The Sims 3: Supernatural are Plasma Juice and Plasma Orange Juice, as seen in Late Night. The juices are basically blood in a juice box and can be accessed from the fridge by a vampire Sim. Plasma fruit can be obtained by raiding a grocery store (with a chance of getting arrested), or growing it by planting the fruit or the glowing unknown rare seed. If a vampire Sim has the Vegetarian trait, they will need to live off of these Plasma Products, and if they drink from another Sim they will suffer the same consequences as a Vegetarian human Sim eating meat.

The Sims 4: Vampires
The Sims 4: Vampires introduces the vampire life state with a whole bunch of new supernatural powers and abilities. Vampires can alter their appearance between their regular and dark forms, and can use supernatural abilities including super speed, turning into a bat, super strength, etc...

Vampires can replenish their thirst need, which replaces hunger, by drinking from another Sim (either willfully or by mind-controlling them), consuming a plasma fruit or a plasma pack, or eating a plasma fruit salad after discovering the recipe. Vampires must also stay out of the sunlight during daylight hours, though the severity of the effects that sunlight has on a vampire is based on the rank of the vampire and their perks.

Create a Sim
Like aliens in The Sims 4: Get to Work, vampires can be made straight from Create a Sim under the "Add Occult Sim" category and have their own special CAS options, such as having an alternative "dark" form, editing their eyes to be unnatural eye colors, pale skin tones, different fang types, veins and other customization options.

Turned
Sims can ask vampires to be turned. If they comply, the vampire will bite the Sim and then offer them their blood which the Sim will drink. However, a player controlled vampire can also turn other Sims without request. Sims will not immediately transform, but will get the "Strangely Hungry" moodlet which causes their hunger need to drain. This moodlet lasts about 12 hours. Once the moodlet expires, Sims will get a second moodlet, named "Disgusted by Food", which lasts another 12 hours. Once that moodlet expires, a third moodlet is added, called "Appetite Lost". Once this moodlet is added, Sims will be unable to gain other food-related moodlets (except Nauseous) until the transformation is complete. Once this moodlet expires the Sim is finally transformed into a creature of the dark, gaining a Tense moodlet, named "Thirsty", for the first 24 hours of his/her vampirism.

When a vampire turns a human Sim, they become a master, and the human turned vampire becomes their vampire offspring.

Turning Sims into vampires is only possible if the "Vampire Creation" perk has been purchased.



Vampires' Powers
Vampires will have their own panel to gain and upgrade new abilities that make them more powerful. New powers include mind control, shape-shifting into a bat, faster transportation, increased strength, reduced needs, and more.

Weaknesses
Vampires all start out with weaknesses, most that can be overcome by purchasing perks in the Vampire Powers menu.

Vampires start off with these basic weaknesses: Vampires can purchase garlic immunity, the three tiers of sun resistance, and/or the tamed thirst perks which can counteract these basic weaknesses. Vampires may also concoct a sunlight reversal cocktail with high vampire lore skill, which effectively reverses their weakness to sunlight. Instead of draining their vampiric energy while out in the sun, this cocktail causes them to gain vampiric energy when exposed to the sun's rays.
 * The Thirst need replaces Hunger. If a vampire becomes too thirsty they will attack a random Sim, greatly reducing their relationship.
 * Sunlight burns them, and if exposed to it for too long, will actually burn and eventually kill them.
 * Garlic causes a vampire to lose their appetite (but not thirst).
 * Using Vampiric powers drains their Vampire Energy.

With The Sims 4: Seasons, vampires can go out during the day without harm if there is cloudy weather, as well as blizzards or thunderstorms. Umbrellas may also be carried to protect from the harmful rays of the sun during the day. Additionally, vampires are immune to most side effects of the temperature system, including freezing to death and overheating.

There are more weaknesses that have to be taken in order to grow as a vampire, such as sloppy drinking, further weakness to sunlight, uncontrollable hissing, unable to eat normal food, guilt from feeding on a Sim without their permission, reduced power gain while sleeping, etc...

Dark Form
Just like aliens from The Sims 4: Get to Work, vampires have a sim form and an alternative form in which they can switch between to keep their vampiric presence from being revealed.

Vampires will switch into their "Dark Form" to turn into their true vampiric nature and access some of their supernatural powers, such as feeding and turning other sims.

The Dark Form can be fully customized separately from the normal form in CAS. Sims who have been turned will be assigned a randomly generated Dark Form, which can be changed, or removed via any mirror.

"Dark Form" is totally optional, and the Player will not be penalized for not using it. Both forms have the exact same customization options, and Vampires without a Dark Form will have access to the same abilities as Vampires with Dark Forms.

Vampire Needs
Vampires have different needs to normal Sims. Vampires do not need to cater to a bladder meter and their energy need is elongated and replaced with "Vampire Energy" as well as the hunger need being replaced with a "Thirst" need for plasma. The needs panel also showcases the experience to achieve the next vampire rank and the power points.

Vampires who don't replenish their thirst will attack random Sims and feed from them if it's low enough. Vampires who low Vampire Energy while they're out in the sunlight will die of sunlight exposure and burst into flames.

Vampires can also replenish their Vampire Energy through the typical sleeping through a bed, sleeping in a coffin, or dark meditation. See the page on Vampire powers for more information.

Interactions
Vampires have special interactions which are all marked by a bat symbol in the interaction. Vampires can also use their powers on other Sims even if they are also a vampire.

Interactions to other Vampires
Vampires can interact with others like them by showing off their powers, sparring, and vampire training.

Sparring enacts a battle between two vampires as a test of strength. Vampires can enact in a friendly version of sparring where as enemies can fight each other, damaging their relationship further. Vampires can also slay each other if their relationship is low enough. If the vampire that started the fight has a Ultimate Vampire Cure in their inventory, they will throw it in the losing vampire's face, curing them of their vampirism. If the fight was unsuccessful then the Ultimate Vampire Cure is not used.

Vampire Offspring
When vampires turn Sims, that Sim once turned will become the vampire's offspring, as seen in the relationships panel. Vampire's offspring and their master can interact with each other just like any other Sim except the master's powers will work more efficiently on them, with the "I am the Master" aspiration reward trait from the "Vampire Family" aspiration, vampire masters can make their offspring be under an irresistible command.

Curing Vampirism
Vampirism can be cured by obtaining a glass of "Ultimate Vampire Cure" which is a concoction that can be made at a bar by Sims with a maxed out Vampire lore skill (level 15). Once made, Vampires can voluntarily take it and cure themselves, or other Sims can use the "Slay Vampire" interaction with a cure in their inventory and once they win the battle the Sim will throw the cure into the vampire's face and cure them, this can be done by other vampires as well.

Trivia

 * A mod object has been created for The Sims and available at Biedersims.de. This allows vampirism in-game and affects more than just a Sim's appearance.
 * In the GBA and DS versions of The Urbz: Sims in the City, the player's Urb will believe that vampires do not exist when Crawdad Clem and Bayou Boo suspect that the player is a vampire. However, Sims could not become vampires in The Sims era, which The Urbz is part of, so it is unknown why Crawdad Clem and Bayou Boo know about vampires or why Bayou Boo becomes one later in the story.
 * Vampires consume plasma. Plasma is actually the liquid part of blood and mostly consists of water and it makes up more than half the volume of blood. Nutrients, minerals, and oxygen are dissolved in plasma. However it's still possible that "plasma" in the Sims is merely a euphemism for blood to lower the ESRB rating.
 * The tribal tattoo and fangs can be removed in Create a Sim. They are under accessories.
 * In The Sims 3, pre-made vampires almost always have black as their favorite color.
 * In The Sims 4: Vampires, vampires for the first time in the series have a ranking system as well as perk system in which determine their knowledge and abilities as a vampire.
 * In The Sims 4: Vampires, vampires are immune to a total of 7 deaths by default: old age, hunger, drowning, steam, low-quality puffer fish, freezing and overheating. Vampires also have access to the "Sunlight Immunity" perk and the "Dampened Emotions" perk, effectively making them immune to 11 deaths in total when the perks are leveled up to final level.