Hybrid

A hybrid is a Sim who has more than one life state, for example, a vampire alien. These hybrids can add a new dimension to the game, adding new difficulties and advantages. Due to The Sims 2 being the most complete game at this date, it has many more hybrids than the updated The Sims 3.

Alien


The Alien life state is just a skin tone and different genetics - therefore it can be coupled with any other life state, this usually results in the creature having a different colour skin tone, for example a vampire-alien hybrid will have a turquoise skin tone. The only exception is Servo and Bigfoot.


 * When created without mods, the Alien's skin turns turquoise and their black eyes turn red. Mods exist to override these changes and create fangs sometimes, but not usually.Very few times does this happen.


 * Alien-Vampire


 * Zombies of this type are identical to other Zombies, however the only difference is that the alien eyes remain the same.


 * Alien-Zombie


 * These Sims are virtually identical to Sim-Ghosts in the same way Aliens are identical to Sims.


 * Alien-Ghost


 * These Werewolves will have black sclera along with their yellow irises and their skin under their fur will turn slightly darker.


 * Alien-Werewolf


 * Indistinguishable to an ordinary PlantSim. Genetics remain the same.


 * Alien-PlantSim


 * An Alien with alignment overlays, which add sparkles in good alignment and green skin for evil. The darker green skin completely overwrites the alien skin, no mixes in tone can be seen.


 * Alien-Witch

Zombie
Again, the Zombie life state is just a skin tone, a few autonomous reactions and a funny walk, therefore it can be mixed with any life state.


 * Alien-Zombie
 * A Zombie with alien eyes.


 * Zombie-Ghost
 * Indistinguishable from a Ghost excluding skin and occasional thoughts of brains.


 * Zombie-Vampire
 * Zombies are similar to Alien-Vampires, their skin turns turquoise, albeit textured as a Zombie. They retain their Zombie shuffle and are otherwise the same.


 * Zombie-PlantSim
 * Indistinguishable from a PlantSim excluding shuffle and portrait.


 * Zombie-Werewolf
 * Merged abilities, the werewolf 'lupe' overwrites the zombie shuffle and is a corrupted combination, creating a Zombie that behaves as a Werewolf with no fur. Mods can repair this impairment, but unfortunately with no zombie skin showing through. See also: Technical Explanation


 * Zombie-Witch
 * Indistinguishable from a Zombie excluding alignment skin overrides, which turn the Sim sparkly white or sparkly green for good and evil, respectively.


 * Zombie-Servo
 * Looks like an ordinary Servo but walks how Zombies walk and thinks about brains1254645.jpg

Vampire
Vampire Sims are pale with fangs, and have a group of unique interactions.


 * Alien-Vampire
 * When created without mods, the Alien's skin turns turquoise and their black eyes turn red. Mods exist to override these changes and create fangs only.


 * Zombie-Vampire
 * Zombie-Vampire Sims are similar to Alien-Vampires. Their skin turns turquoise, albeit textured as a Zombie. They retain their zombie shuffle and are otherwise the same.


 * Vampire-Ghost
 * A dead Vampire becomes the died of starvation Ghost, which is transparent.


 * Vampire-Servo
 * Servo can become a Vampire, meaning as well as dying in water, he'll also die in the sun. This is solved by having the Servo sleep in a coffin.


 * Vampire-Werewolf
 * This combination can be very irritating and can kill your Sim if you are not careful, as transformations take place on milestones in the day. If the Sim is close to death, this transformation will kill them of starvation. Otherwise, the Sim will inherit all abilities of both.


 * Vampire-PlantSim
 * A combination that is maintained easily by fitting a sun-lamp above the sleeping Sim's coffin. Otherwise, an unrealistic combination, as UV rays are generally cited as the scientific reason for vampire deaths, and sun-lamps give off UV rays in order to grow crops.


 * Vampire-Witch
 * The same as a Vampire, excluding the possible skin-tone changes made by the alignment of good and evil. A good Vampire-Witch will have sparkly skin, and an evil Vampire-Witch will have turquoise skin.

Werewolf
Werewolves are...


 * Alien-Werewolf
 * Green alien skin will show through the fur on the face.


 * Zombie-Werewolf
 * Merged abilities, the werewolf 'lupe' overwrites the zombie shuffle and the skintone of the sim before they died shows through hair on face.


 * Werewolf-Vampire
 * This combination can be very irritating and can kill your Sim if you are not careful, as transformations take place on milestones in the day. If the Sim is close to death, this transformation will kill them of starvation. Otherwise, the Sim will inherit all abilities of both.


 * Werewolf-Servo
 * Servo will have yellow eyes at night and will behave the same as an ordinary Werewolf. The power motive will shoot up at night.


 * Werewolf-Witch
 * The same as a Werewolf, excluding the possible skin-tone changes made by the alignment of good and evil. A good Werewolf-Witch will have sparkly skin showing through fur, and an evil Werewolf-Witch will have green skin showing through fur.


 * Werewolf-Plantsim
 * It will look like a Plantsim but will have werewolf skin.Werewolf-Plantsim.jpg

PlantSim
PlantSims are green with unique clothing, and fewer motives. They have a unique leafy hair-style.


 * Alien-PlantSim
 * Indistinguishable to an ordinary PlantSim.


 * Zombie-PlantSim
 * Indistinguishable from a PlantSim excluding shuffle and portrait.


 * Vampire-PlantSim
 * Indistinguishable to an ordinary PlantSim. A combination that is maintained easily by fitting a sun-lamp above the sleeping Sim's coffin. Otherwise, an unrealistic combination, as UV rays are generally cited as the scientific reason for vampire deaths, and sun-lamps give off UV rays in order to grow crops.

Witch
Witches come in two alignments: Good and Evil. They can use magic. Their alignments dictate their skin tones.


 * Alien-Witch
 * An Alien with alignment skintones, which add sparkles in good alignment and green skin for evil.


 * Zombie-Witch
 * Indistinguishable from a Zombie excluding alignment skin overrides, which turn the Sim sparkly and green for good and evil, respectively.


 * Vampire-Witch
 * The same as a Vampire Sim, excluding the possible skin-tone changes made by the alignment of good and evil. A good Vampire-Witch will have sparkly skin, and an evil Vampire-Witch will have turquoise skin.


 * Witch-Werewolf
 * The same as a Werewolf, excluding the possible skin-tone changes made by the alignment of good and evil. A good Werewolf-Witch will have sparkly skin showing through fur, and an evil Werewolf-Witch will have green skin showing through fur.


 * Witch-Ghost
 * Does not harness whatever abilities they had when they were alive. These Sims behave the same as a normal Ghosts, but they inherit Witch skintone changes.


 * Witch-Servo
 * Has a blue glow if infallibly good, green if atrociously evil, but no skintone changes.


 * Plantsim-Witch
 * Is essentially the same as a Witch, gaining a pointed hat over their Plantsim hair that cannot be removed without the assistance of mods.

Servo
Servos are android Sims built at the Robot Crafting Station. They break down when wet and have to be repaired.


 * Servo-Vampire
 * Servo can become a Vampire, meaning as well as dying in water, he'll also die in the sun. This is solved by having the Servo sleep in a coffin.


 * Servo-Werewolf
 * Servo will have yellow eyes at night and will behave the same as an ordinary Werewolf. The power motive will shoot up at night.


 * Servo-Witch
 * Servo will have a blue glow if infallibly good, green if atrociously evil, but no skintone changes.

Sim-Grim Reaper
Grim Reaper hybrids are the children of a Sim mother and the Grim Reaper. The instance is very rare, and Nervous Subject is the only known case of a successful hybrid. Presumably, a Sim has to maintain a lifetime relationship with the grim reaper for long enough to conceive a child, however, most users sloppily use the Tombstone of Life and Death to spawn a Grim Reaper that cannot be deleted from the household, corrupting the lot when the final Sim dies. The safest known method of cheating to get a child is to wait until a member of the household dies, creating a pregnancy in a female Sim using the Tombstone of Life and Death while the Grim Reaper is on the lot. All known methods short of legitimately managing to Woohoo with the Grim Reaper leave no memories behind, however, modifications exist to plant these memories into Sims.

Sim-Grim Reaper hybrids behave the same as an ordinary Sims. They either inherit their mother's skin tone, their father's invisible skin tone genetic, or their father's pale skin tone. They can have erratic facial features such as invisible skin or in the case of pre-made hybrids, distorted facial features.

Mummy
Mummies are dressed entirely in rags, and have hollow eyes. They wear loin clothes, and players cannot change their clothing. They are afraid of fire, and walk in a slow lurching way.


 * Mummy-Ghost


 * Mummy-Ghosts frighten other Sims more often. Mummy-Ghosts retain mummy-specific interactions like 'Talk About Sand', but aren't frightened by fire like living ones. Unlike their plain Ghost counterparts, Mummy-Ghosts still lurch instead of floating. Also, The Mummy-Ghost will no longer have hollow eyes.

Reaper Spawn Glitch
In The Sims 3, it was possible until the 1.3 patch, to create a Grim Reaper hybrid, since Sims could use the 'Try For Baby' interaction with the Grim Reaper. The resulting Sim would be completely black, lacking any skin tone data. This was removed in the 1.3 patch. It is the only example of an 'accidental' life state due to programming error.