Character Mutations

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Mutations are being reworked, more updates to be logged. Update 1 - Added official state modifiers to certain aspects

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This is a guide to mutations that members can come across while playing as a character in TMS. When having a character give birth within the game, there is a possibility that they may have the potential of giving birth to a cub with a mutation. It should be noted that this is **not to hinder game play** and is normally not going to impact the character at large.

Lethal / Semi-Lethal Mutations are **NOT** extremely common in TMS. These mutations increase only to a max of 25% (semi-lethal) and 12% (lethal) when a cub with **four feline species** is rolled. Otherwise, the chance for having a lethal mutation is less than 5% (semi-lethal) and 1% (lethal) for two felines of the same species.

There are also ways to avoid these dangerous mutations by talking things through with an admin if you're uncomfortable with this aspect of game play. It is **optional** for members as we know that anything involving miscarriages or the death of children can be hard topics for some members. **Please let us known if you wish to OPT IN for having the potential of dangerous mutations when you ask for cub rolls.** We will ask you this when you submit a request for Cub Rolls to ensure that everything is set in stone for the character and their story line.

## General Information

Mutations are, by definition, when a DNA gene is damaged or changed in such a way as to alter the genetic message carried by that gene. In The Maze State, with so many factors in play when a parent is about to conceive, from meddling gods to a literal maze that may or may not be magically impacting it's inhabitants to the natural wonders of how mutations normally work, these genetic changes are very much so in abundance in the world of TMS. Not every parent has to carry the genes for a mutation for one to occur, and because of this, the admins have opened up a process in which more mutations may occur over time within a family line.

When members decide that it's time for there characters to have children of their own, the staff rolls behind the scenes to see if any of the cubs are born with any mutations that do not already exhibit themselves in the family. Characters that are not "born in game" can join automatically with mutations of their own as long as they do not impact the stats of the character in a major way. Blindness, fur overgrowth, and true albinism are a small list of some of the stat-impacting traits that will be allowed without the purchasing of any items.

Dwarfism and giantism will require a purchase of an item if the character is over 50% smaller or larger than the average of their species. If you want to know if the mutation you have in mind requires an item, check the list below.

Originally when we set up the mutation system, we initially had the thought of calling various mutations "non-lethal", "semi-lethal", and "lethal" based off of the likelihood a feline would have surviving with the mutation at large. Those terms still come into play when we talk about mutations, but our main focus is whether or not these impact your character's stats on the HADES tracker, as even good mutations can sometimes impact how everything is going to play out on your tracker.

As mentioned above, "non-lethal" mutations do not impact any stats for a character whatsoever. However, if a stat changing mutation is rolled, the character *is* impacted by the mutation received. Below is a list of mutations the group acknowledges and information on how they impact your character as they grow up (or don't) in the group. It is recommended that if cubs are born with a lethal mutation, they are not given to another member to own but instead are owned by the parents, as they are much more likely to die within the first few months of life compared to other characters.

Members who receive a lethal cub roll will be given a handful of options to look into at the time of the roll. Whether it means they're given a free character slot or find a means to keep the cub alive somehow is up to them at the time of the roll.

> **IMPORTANT NOTE:** Any and all mental disabilities will restrict  a member / character in a roleplay sense. That being said, we will not roll for these disabilities, as they more like than not won't impact a character's stats. If a member so chooses to request a mental disability and request it impact their character's stats, we will make commendations for them.
>
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### Mutations that don't change HADES stats

* Melanism / Charcoal coloration
* Erythrism
* King Cheetah Variation
* Tabby Tiger Variation
* Psuedo Melanism (reverse stripes or reverse spotting)
* Chocolate coloration (meaning spots/stripe pattern is lighter / more brown in coloration than black)
* Tabby (leopard/jaguar/cheetah variation)
* Cream coloration
* Chinchilla variation (light blue/grey coloration and pelt pattern)
* Maltese
* Speckled (specifically for serval and cheetah along with other spotted species)
* Piebaldism
* Flavism (character is more yellow than normal)
* Deafness and muteness (more restrictive in an RP sense, **cannot** be a short term disability)
* Polydactyly / Syndactyly (extra thumb / split paw (one 1/2 paw on foot))
* Folded ears
* Overgrown fur
* Whiskered fur (Heavier fur / overgrown fur around the face)
* Curly fur
* Maneless lions / maned lionesses
* Overgrown teeth (slight overbites and under-bites)
* Overgrown claws
* Polycaudal (two tailed)
* Saber teeth (Character has slightly longer fangs than an overbite but isn't *quite* as long as an actual smilodon)
	+ Mutation is limited: 1 spot is open
* Dwarfism (Is only a non-lethal if the length of the cat isn't impacted and they only have short limbs)
	+ If impacts the length of the cat, making them 50% smaller than the average feline, they ***must*** have a purchased item to exist if not born into the group
* Multiple limbs (pends on placement, roll will impact whether this is lethal or nonlethal)
* Conjoined (pends on placement, roll will impact whether this is lethal or nonlethal)
  **Other mutations TBA as they are submitted to the group**

### **Slight Stat Changing Mutations**

The following list of mutations only slightly modify your character's HADES tracker. This means that at most you're going to drop by no more than half of the points in any one given stat for Attack and Defense and no more than 10 points for Health, Endurance, and Speed. The letter beside each number defines which stat is impacted by the mutation in HADES (Health, Attack, Defense, Endurance, and Speed).

Slight Stat Table: Collapsible
 Eye Problems
 Toothless / Clawless

* Dwarf characters / giant characters: Size differences automatically impact your character's stats however going to **major extremes** may heavily impact Health, Attack, and Defense on a character. If this happens and it messes up your character's stats, there will be an adjustment to the character to make up for the changes.
* Heavier/Skinnier characters: Similar to length differences, going to **major extremes** with your character's weight has a chance to majorly impact Health, Attack, and Defense
* Bobbed tails (only for felines with normally longer tails): similar to dwarf/giant characters, this may impact your stats for Health, Attack, and Defense (must have item purchase to join game)
* Cyclops (cub only has one eye)

  **Other mutations TBA as they are submitted to the group**

### Major Stat Changing Mutations

Major stat changing mutations; may cause major inconvenience to you in RP. Death due to the mutation is very likely if not guaranteed. It should be noted anybody who owns a character with a lethal mutation gets the opportunity to replace the character with a free slot once they die as we don't want to be huge jerks.

* Diabetes: Shorter lifespan which impacts a characters total health
* Downs syndrome (particularly likely in white tigers): Shorter lifespan, impacts health
* Multiple limbs (pends on placement, roll will impact whether this is lethal or nonlethal)
* Conjoined (pends on placement, roll will impact whether this is lethal or not): Dice rolls after 6 months will determine how long cub lives for if it's on the lethal side.
* Two heads (pends on roll, may be lethal or nonlethal pending on what felines want)
* Lipomatosis (Lumps all over body/overweight feline): Dice rolls after 6 months will determine how long cub lives for
* Sirenomelia (conjoined back legs): dice rolls after 6 months will determine how long cub lives for

**Other mutations TBA as they are submitted to the group**