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
- Must have a rodent/mouse-based body plan
- Must have two tails (mutated tails are allowed)
- Must be at least 50% biological/living material
- Must remain a small mammal in overall structure (unless a Wise One)
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.
- Muzzle — Rodent-style snout, nose, whisker pad, or jaw structure
- Ears — Mouse or rodent ears (any size, shape, or number)
- Tail — A rodent-style tail (in addition to the required second tail)
- Paws — Rodent-style feet or paw structure
Trait Swapping
Core traits may be replaced by mutations as long as two rodent-themed traits remain.
- One rodent tail + one reptile tail ✔
- Hooves instead of paws, but rodent ears and muzzle ✔
- Insect mandibles replacing muzzle, but rodent ears and paws ✔
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
- Small wings are cosmetic only
- Medium to large wings allow gliding or short flight bursts (under 30 seconds)
Abilities
Abilities are minor, flavor-focused, and never “god mode.” They often mimic real animal traits or strange experimental effects.
- Mild venom
- Bioluminescent skin
- Defensive spines
- Minor regeneration
- Small flame breath (lighter-sized)
Psychic Limits
- Telepathic communication is possible but uncommon
- Telekinesis is usually weak and short-range
- Mind reading and future sight are rare, unreliable, and flawed
Wise One Traits
- Third eye
- Larger size
- Stronger psychic potential (still limited)
- May develop additional mutations
Only Wise Ones may have more than two eyes.
Design Checklist
- ✔ Two tails
- ✔ At least 2 rodent-style core traits
- ✔ At least 50% biological
- ✔ Extra eyes only if Wise One
- ✔ Abilities are minor and not overpowering