Playing Supernatural Sims


The Late Night and Supernatural expansions for The Sims 3 brought us the ability to play vampires and other supernatural beings. Seasons, University Life and Island Paradise each added a supernatural type as well, bringing the total number of non-human playable sim types to 8. The following rules govern how to introduce supernatural sims to your household and what supers you may start a challenge with.

Set Up

Should you decide to play an Occult Legacy, you may seed up to 30 sims of your occult type in your neighborhood at setup. You may also turn off any occult types you don't wish to see in your neighborhood.

Playable Supernaturals

  • Generations
    • Imaginary Friends
  • Island Paradise
    • Mermaids
  • Late Night
    • Vampires
  • Seasons
    • Aliens
  • Supernatural
    • Ghosts
    • Fairies
    • Vampires
    • Werewolves
    • Witches
  • Showtime
    • Genies
  • University Life
    • Plant Sims


Expanded Somewhere Over the Rainbow Rules and Basic Occult Rules

  • See Occult Set Up for specific rules on Occult Founder/Bloodline lifespan.
  • You may marry any sim of any supernatural persuasion.
    • Exceptions and conditions
      • GHOSTS
        • If you are playing any supernatural type OTHER than ghosts, you may not marry in a ghost until Paranormal restrictions have been lifted.
        • ONLY ghosts can marry in other ghosts at will from the start of the challenge.
      • MERMAIDS
        • If you wish to marry in a mermaid, you should seriously refrain from doing so until Medical is cleared due to the impossibility of keeping them alive without access to a shower or bathtub.
        • Keep in mind that if they don't swim often in a pool or an open body of water, they will turn into regular human sims.
        • Also keep in mind mermaids are hard to keep fed without kelp.
      • MUMMIES, PLUMBOTS, SIMBOTS AND ZOMBIES
        • You may not marry them as they cannot reproduce.
      • IMAGINARY FRIENDS
        • You may marry an Imaginary Friend however they must be Young Adult before they can be moved into a household and/or turned real. (Do this at your own risk, they tend to be buggy.)
  • You are NOT required to pass your legacy on to your founder's type if you choose to play Somewhere Over the Rainbow. This means you do not have to have children until your founder's occult type is born.
  • Mummies and Zombies outside the family (while in their occult state) are off limits for socialization through the entire challenge.
  • The Unicorn may not be adopted, nor may you have your horse sim mate with one.

SPECIAL CULINARY RULES FOR VAMPIRES
  • Upon starting a Vampire challenge or choosing to have your sim Turned:
    • Vampires must eat plasma fruit (or a meal made from it), drink from a plasma pack, or drink from a willing sim (including family).
      • Drinking from a willing sim does NOT count as your 1 meal of the day.
      • Willing sims (those sims your sim has a friendly relationship with) may only be invited over as per the Military and Espionage restrictions.
      • If Culinary has not been cleared, you must invite willing sims to your home lot in order to feed from them. You may not feed on community lots.
    • Founders are still restricted to quick meals prior to lifting hopelessness and moving in a spouse.
    • Pulling plasma juice out of the fridge counts as the family's one meal of the day.

SPECIAL RULES FOR PLANT SIMS
  • Upon starting a Plant Sim challenge or choosing to have your sim changed to a Plant Sim:
    • Plant Sims have unique reproductive requirements. Because of their vegetable nature they are able to induce limited fertility even in toxic ash.
    • All Forbidden Fruit must be cultivated indoors, with plant pots. Only seeds that have been created by WooHoo can be planted; you are not permitted to clone them or otherwise produce them "unnaturally". (These restrictions no longer apply once Naturalist is cleared).
    • Plant the forbidden fruit once your Gardening skill is high enough.
    • Plant Sims may plant, tend, and harvest Forbidden Fruit even before Naturalist is cleared.
    • You may have up to 3 gardening pots or 3 gardening rugs before Naturalist is clear. You may use these only to raise Forbidden Fruit until Naturalist is cleared.
    • If only have University you must clear a space within the 8x8 area to grow on the ground.
    • Until Naturalist is cleared, only Plant Sims may interact with the planted Forbidden Fruit. Other Sims may not even water them.
    • Use "Pick Forbidden Fruit" instead of "Tend Garden" to get a baby.
      • Note that producing a seed does not count as becoming pregnant, for purposes of restrictions such as Master Thief. This is one of the advantages of Plant Sims.
    • Only Plant Sim babies picked from the family garden may become the heir
      • Note that heirs (and spares) must be able to trace their lineage back through heirs to the founder. Therefore, only babies picked by the heir are able to lift restrictions, as if the spouse (or another household member) picks the plant, it will not show the unbroken descent to the founder in their family tree. Make sure your heir has time enough to pick his or her children personally!
      Plant Sims are not allowed to photosynthesize until Symphonic has been lifted.
      • Plant sims who are not Inappropriate (and thus able to bathe in the sink) must endure being dry unless they can find a convenient puddle from a broken sink indoors. They may not purposely try to re-hydrate outside in the rain or in rain puddles until Naturalist is cleared.


SPECIAL RULES FOR GHOSTS
  • The ghost urn does not count as an item in the backpack
  • Occult and human sims MAY socialize with any other playable sim type, except ghosts, from the start of the challenge
  • Ghost sims in the family may freely interact and socialize with other ghosts before Paranormal is lifted.
  • Ghosts MAY return to the Netherworld at any time.
  • You MAY NOT resurrect playable ghosts via ambrosia or the time machine event assuming you are are otherwise permitted to use these items.

SPECIFIC RULES FOR GENIE WISHES
  • World Peace (World Misery if Evil): Sims get a nice 3 day moodlet, and can forever talk about World Peace or World Misery to other Sims.
  • Resurrect Sim: With the remains of a Sim on your lot, this wish will be selectable and return them to life.
  • More Wishes: When running low, you can get a chance at more wishes. You should get at least one, which basically wastes your time but it's worth a shot.
    • Unrestricted.
  • Love: This lets you select any Sim you know and instantly makes them fall in love with your Sim. You can't select genies with this wish.
    • Unrestricted.
  • Long Life: Wishing for Long Life will add 30 days to your Sim's lifespan, so that they can stay in the current life stage longer.
    • Never unrestricted. Challenge long ban.
  • Large Family: Use this before your Sim attempts to try for baby and they will have triplets.
  • Happiness: This gives your Sim an Eternal Joy moodlet with no timer, meaning they will have its +25 boost forever.
    • Unrestricted.
  • Free the Genie: Requires friends status. After the completion of an opportunity the genie will join your household. Will not work if you already have a Special Opportunity in that slot, so clear it or finish the previous task.
    • Unrestricted
  • Fortune: Gives your household 100,000 Simoleons instantly.
    • Unrestricted
  • Beauty: Wishing for beauty will make your Sim forever more attractive to others, enhancing the success rate of any romantic interactions.
  • Banish Sim: Removes the selected sim from the lot you are currently on.
    • Unrestricted
  • Ensourcel Sim: Allows you to control the selected sim for 4 sim hours
    • Unrestricted
  • Magically Clean house/Sim: Cleans the house of dirty dishes and trash or raises the hygiene for the selected sim

SPECIAL RULES FOR ALIEN SIMS
  • The Founder must marry in an alien and have alien babies with them OR your founder must become alien pregnant
  • Each generation ONLY the most alien of your offspring may be the heir.
    • So long as your alien born sim is able to recombobulate devices, call meteors, and do other alien specific things, they are alien enough to be the heir.
  • Marry in only aliens or try to get your male heirs abducted and alien pregnant as much as you can
  • May marry only mundane humans and other aliens.
  • NOTE: At any point before Hopelessness is lifted, if your founder has not been abducted by aliens and made pregnant (or, for a female founder, if you have not found any aliens to breed with), you may switch to Knights of Genetic Purity without penalty. You must make your choice before Hopelessness is lifted; once Hopelessness is lifted, you are committed to your choice.

SPECIAL RULES FOR MERMAIDS
  • These rules only apply if you started your game with The Siren's Call handicap. If you get Mermaids in your family in any other way, they do not get any special treatment and have to follow all regular restrictions.
  • Your Mermaid family has to live on a houseboat or a beach lot.
    • Make sure the lot has an easy access to sea water so your Mermaid doesn't have to go far to have a swim.
    • The best option is a beach lot with a part of the property reaching into the sea so your sim can access the water without leaving the lot.
    • The water doesn't necessarily need to be an ocean, it can be a lake or a river, but if you're playing with Seasons, make sure it doesn't freeze over in winter!
  • As your family is a part of a secret government project to reintroduce merfolks to the world, they are issued special rations of processed dried seaweed to meet their specific nutritional requirements.
    • You must have a Grocery Store in your Network. Once per day, a sim from your family who can normally visit the lot is allowed to buy 1 piece of kelp (2 with "Cheese, Please!" advantage) per child or older Mermaid member of your household. You must follow the curfew while doing so. You can still prepare your daily meal regardless of whether you bought the kelp or not. The kelp is an addition to it.
    • If you want to store the kelp, you must place in on the floor or in a storage chest until you lift Culinary, in which case you may store it in the fridge or in personal inventory of your sims.
    • After you lift Culinary, you can buy as much kelp as you like from the Grocery Store (all other items are still restricted by Naturalist/Business or possibly other related restrictions).
  • Your Mermaid sims are somewhat more resistant to toxins in the water so they are willing to risk a short dip in the ocean every day.
    • Once per day your teen or older Mermaid sims are allowed to swim in the sea for a short time. This will restore their Hydration and prevent them from turning into human. They must leave the water as soon as their Hydration bar is full.
    • Your trip to the water is not considered leaving your lot as per Apocalypse rules, so you don't have to worry about Military or Espionage restrictions. However, you must still remain indoors on Zombie nights.
      • Beware! Unless the ocean water is actually a part of your lot, the game WILL treat it as leaving the lot and if you have babies or toddlers in the house with no one else to take care of them, the game will not let your sim go anywhere. Be sure to plan carefully to avoid sad consequences!
  • If you fail or abandon The Siren's Call handicap and get moved to Somewhere Over The Rainbow, you may still use all the perks stated above. You just lose the points.

  • FRIENDLY TIPS FROM TESTING:
    • Mermaids are hard! They require careful planning, so do not underestimate it.
    • Do not turn your founder into a Mermaid too soon. Even if you get the required LTH points for Mermadic Kelp, wait until you need to start having kids.
    • If you feed Mermaids regular sim food, it restores their hunger by only about 25%. Eating a piece of kelp restores their hunger by about 50%. If the Mermaid is a Slob, licking a plate clean restores their hunger to the full.
    • You cannot tell apart human and Mermaid babies, but as soon as they become toddlers, Mermaids will have scaly legs.
    • Mermaid children do not yet have Mermaid needs, but they DO have their feeding requirements.
    • Like in other occults, teen Mermaids have all attributes of their life state, just like adults.
    • Mermaids have their Hygiene need replaced by Hydration. The upside is that they appear to have their Hygiene permanently locked on "full", which comes with a permanent Squeaky Clean moodlet and they can never get dirty. Hydration steadily decreases throughout the day and you have to refill it daily or your sim will get dehydrated and die. Before Medical, your Mermaids will spend a lot of time with a nasty -40 "Flaky" moodlet, which will considerably tank their mood.
    • Hydration can be replenished by taking a shower, taking a bath, using a hot tub or swimming, and also a little by standing in the rain. Sponge bath does NOT work!
    • Certain circumstances make your Hydration decay faster, for example working out, using a toilet, woohoo or standing in the sun. Do not forget to use parasols during summer if you have Seasons and do not overdo it with exercise before Medical.
    • Your Mermaid will turn into human if they can't swim in the ocean (or another open body of water) for more than 4 days. Swimming in a pool does not count. As this can be potentially helpful for extra spares, you will fail the handicap if it happens to your founder or heir. This will be a great danger for uncontrollable elders, as they will likely not go swimming on their own and you would need another Mermaid (at least a teen) to use "Swim Here with..." interaction. Have that in mind while planning your family. It might be safer to just kill off your founder/heir mermaids before (or shortly after) they become uncontrollable.
    • Two most important lifts for Mermaids are probably Medical and Culinary. Medical unlocks showers, so your sims will not have to deal with "Flaky" moodlet and a risk of dying of dehydration. It also unlocks Permanent Mermaid LTR, which only costs 5,000 points and makes sure your founder/heirs will not accidentally turn into human, causing you to fail the handicap. Culinary will relieve you of any hunger issues as it allows you to buy unlimited amount of kelp (well, as long as you can afford it). Of course there are other restrictions making your life easier as well, it depends on your taste. Education will allow you to choose traits so you can make all your Mermaids Slobs, in which case you will not even need any kelp. Forensics will save you so many troubles with uncontrollable Mermaids taking care of their important needs, buying kelp for others or not turning into human.

    • Handicaps we wouldn't reccomend:
      • Get Off My Lawn - you don't want your founder to become uncontrollable too soon
      • I'm Sorry, You're Overqualified - choosing the right founder lift can be a life saver with Mermaids
      • Bring Your Own Lunch - Mermaids are already hard to keep fed
      • Delicate Stomach - food handicap
      • Disconnected - you need to get to the Grocery Store for your kelp
      • Fear The Reaper - it's easy to die of dehydration before Medical, especially for uncontrollable elders. You might also want to get rid of them so they won't ruin your Mermaid handicap.
      • Grilled Cheese - you couldn't eat kelp at all
      • Increased Dementia - uncontrollable Mermaids early
      • It's Hopeless - someone needs to babysit the little ones while your Mermaid mamma is out to swim or shopping for kelp
      • Nobody's Perfect - you couldn't have Slobs. Slobs make awesome Mermaids because of their otherwise annoying eating requirements
      • Ungrateful Life - you couldn't buy Permanent Mermaid
    • Advantages we would reccomend:
      • Higher Education - you can earn your required LTH points sooner and you can get a head start at your job, allowing you to start a family earlier so your kids will be old enough when your founder turns uncontrollable.
      • Anagathic Supply - no uncontrollable founder/heirs = much lower risk of losing the Mermaid handicap
      • Cheese, Please? - more food and more kelp
      • Children of Fortune - you could make all your Mermaids Slobs
      • Mental Endurance - the longer you can control your Mermaids, the better
      • Second Chance - better management of lifts and traits is surely helpful

    • Of course the above mentioned handicaps and advantages depend heavily on how you mix and match them and which restriction you lift first. But they could give you some idea of what to expect or what to be cautious about.