Whiskerkin Sanctuary

Traits & Mutations

Whiskerkin are highly unstable, lab-created rodents capable of an enormous range of mutations. While creativity is encouraged, all designs must still follow the species’ core biological rules.

Base Species Structure

Whiskerkin may not be fully mechanical, fully skeletal, or entirely non-living constructs.

Core Mouse Traits

Every Whiskerkin must visibly have at least 2 of the 4 core mouse traits. These may be stylized, partial, or mutated as long as they remain recognizably rodent.

Trait Swapping

Core traits may be replaced by mutations as long as two rodent-themed traits remain.

Mutation Limits

There is no limit to the number of mutations a Whiskerkin may have, provided the core rules are still met.

  • Must still have two tails
  • Must still have 2 rodent-style core traits
  • Must remain at least 50% biological
  • More than two eyes is only allowed for Wise Ones

Trait & Mutation Categories

🟢 OPEN

Free to use. Not unique and have no requirements.

🔒 CLOSED (Lineage Traits)

Locked traits that can only pass down through breeding and serve as lineage markers.

🐭 MISCHIEF Traits

Traits tied to a specific Mischief. Physical traits require breeding or starting in that Mischief. Accessories can be added after joining.

✨ SPECIAL

Traits locked behind special conditions such as RLC, events, supporter rewards, or holidays.

Types of Mutations

Minor Mutations

Small visual or cosmetic changes such as extra ears, glowing markings, or transparent patches.

Major Mutations

Large structural changes like wings, extra limbs, aquatic traits, insect features, or skeletal exposure.

Extreme / Experimental

Unusual biological anomalies such as floating limbs, fungal growths, shadow appendages, or glowing internal organs.

Wings

Abilities

Abilities are minor, flavor-focused, and never “god mode.” They often mimic real animal traits or strange experimental effects.

Psychic Limits

Wise One Traits

Only Wise Ones may have more than two eyes.

Design Checklist