Something seems different about the body?
All rules below apply ONLY to Body Mutations unless otherwise stated.
- These mutations primarily affect larger areas of the body, such as entire limbs, neck, torso, head, wings, and tail.
- Mutations ending in “_Parts” can affect up to 3 LARGE parts.
A large part(s) of the body is missing!
If affecting a body part responsible for walking or flying, they will lose that ability unless replaced by another trait/mutation.
Ex. Missing limbs will inhibit walking, missing a wing(s) cannot fly.)
This mutation causes the body's growth to be stunted!
Allows for the proportional size change of the entire body.
Optionally, the limbs (legs/wings) can be shorter in proportion to the body. The limb length must still fit within the Dwarfism height range.
Cannot combine with Gigantism but CAN combine with Tiny/Giant Parts.
Each species has its own size range for Dwarfism that can be seen: HERE! (link tba)
Parts of the body don't seem to be made out of any known physical material.
Afflicted areas may flow and fade like a gas but must retain their overall form.
Must maintain a shape similar to the replaced body part(s).
Body parts may be 'detached' from their original placement, but should still occupy the same relative space. (I.e., Paw cannot be up by the elbow, spikes may float above their placement on the back, head cannot leave the base of the neck.)
Afflicted areas can maintain their original, non-mutated use.
Does NOT grant the ability to pass through solid objects.
Certain parts of the body are in excess!
Adds an additional 4 large body parts (sets of limbs count as 1)
Allows for unlimited duplication of small body parts.
Can combine with Multi-Part Traits.
Parts of the body are larger than normal.
Allows for the size change of any large body parts.
Body parts still retain their proportions regardless of size.
This mutation causes the body to grow beyond its usual limits!
Allows for the proportional size change of the entire body.
Optionally the limbs (legs/wings) can be longer in proportion to the body. The limb length must still fit within the Gigantism height range.
Cannot combine with Dwarfism, but CAN combine with Tiny/Giant Parts.
Each species has its own size range for Gigantism that can be seen: HERE! (link tba)
Gills sprout along the neck or ribs of the body.
Can also resemble axolotl gills!
Gives the ability Underwater Breathing.
Parts of the body emit a subtle or bright glow.
Brightness cannot be controlled.
It can affect up to 75% of the body.
Something really didn’t quite form right.
Includes large malformations such as hunchback, split faces, bone deformities, and underdeveloped limbs.
Parts of the body appear in different places!
Can combine with Multi-Traits and Extra Parts mutations.
Parts of the body are sticky, potentially even strong enough to climb walls!
It can present as simply a sticky area of the body or more akin to the grooves on a gecko’s feet.
Cannot exceed 75% of the body.
Parts of the body are smaller than normal.
Allows for the size change of any large body parts.
Body parts still retain their proportions regardless of size.
The body struggles to heal itself, if at all, sometimes going as far as actively decaying.
This may result in exposed bones, organs, muscles, etc.
It is up to interpretation whether a character was born with said 'injuries' or if they occurred later in life.
Grants the ability: Undying.
Official Masterlist artwork must follow a PG 13 rating.
Artwork of this mutation can be 18+ with proper viewer discretion in the form of written warnings and visual obscuring.
A viscous substance is secreted from the skin and covers the entire body (including coat), giving the flesh a melting appearance.
Appears similar to substances like honey, tar, or melting wax.
Can be sticky enough to hold objects to the body, but not strong enough to climb.
These mutations exhibit unusual and almost mystical changes in the recipient.
All rules below apply ONLY to Elemental Mutations unless otherwise stated.
These mutations can include organic/inorganic materials in various states of matter, including but not limited to fire, water, metals, plants, blood, etc.
Can cover up to 75% of the body.
Elemental Mutations do not need to exhibit the same material across the body.
Can have both fire and ice parts using the Elemental Parts Mutation.
Fissures and Growths both don’t need to be made of magma.
Afflicted body parts maintain their normal non-mutated use unless chosen otherwise (i.e. Eyes made of crystal can still see, Legs made of stone can still 'bend').
The chosen material(s) can maintain their abilities to affect the world around them.
Ex. Fire can light a torch or burn someone, water can make things damp/water plants.
The material can optionally be affected by the surrounding environment.
Ex. A gust of wind can rustle plants. Rain can cause a fire to go out temporarily. Lava steams/crusts over when submerged in water.
Elements that would otherwise be damaging to the body grant the ability of Elemental Resistance, but not immunity.
Ex. Fire grants Elemental Resistance (Fire), where a character can withstand higher temperatures before burning. This does not mean they are cold-resistant, which would require Elemental Resistance (Ice/Cold).
Elemental Mutations have the option to be controllable but cannot be "Turned Off" and cannot mimic Demi-Gem abilities.
Cannot control fire but may dim/brighten the afflicted areas on one's own body.
Members can choose how these mutations affect their character specifically, but MUST abide by Group Rules.
This mutation creates a brilliant area of effect around the entire body.
Can emit either a subtle glow or a dazzling display of any number of colors.
Can optionally include particles that may affect the area around them. Ex. radiating intense heat causing embers of burning particles, small patches of snow from an intense frosty aura, etc.
The body is covered in material such as crystals, plants, stone, magma, etc. that ‘sprout’ from the body.
Does not replace body parts; it emerges from the skin/hair/bone.
Parts of the body are replaced by a new material such as crystals, plants, stone, fire, etc.
Ex. Multiple limbs, the torso, entire upper/lower body, etc.
The body exudes gases or small particles.
Ex. mist, embers, smoke, sand, bubbles, spores, and more.
Cracks, Veins, or Scars that are visible on the surface of the body that contain and/or emit a substance (Ex. ores such as gold, flames, electricity, etc).
Fissures can appear on both hard surfaces (Ex. claws, horns, bones, etc) and soft surfaces (Ex. skin, flesh, coat covering such as fur, etc) on the body.
Can optionally emit a faint glow/sparkle.
Rings of any substance/shape/pattern encircle around or behind parts of the body, often spinning.
Can be made up of random shapes/transparent materials like Spades/Aces and Light, or more physical materials like Water, Rocks, Fire, etc.
Can have 1 to 12 ‘rings’.
Does not have to be a fully enclosed circle.
Cannot exceed the size of the body.
Cannot be controlled or moved around freely, but CAN still be affected by wind/movement and can maintain an idle bobbing motion when staying still.
A foreign liquid oozes from the body.
Ex. Lava, acid, water, oil, liquid metal, etc.
Orbs of any substance/shape/pattern float alongside the body, often emitting an optional faint glow.
Can be made up of random shapes/transparent materials like Spades/Aces and Light, or more physical materials like Water, Rocks, Fire, etc.
Can have 1 to 12 ‘orbs’.
Must be close to and follow the body.
(Ex. Cannot be floating off in a corner, where it would look detached from the body.)
Cannot exceed the size of the paw.
Can be controlled and moved freely around the body. When depicted in artwork, please ensure that the majority of Orbs are displayed (Comics being the exception)