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Mutations

All Abnormals have mutations.
Abnormal esk must have at least one trait that represents an anomaly in their manifestation — these are mutations. Mutations are only available to Abnormals except for those that are offered as Unique Traits during events or celebrations.

Some mutations are dynamic and can change at will or based on certain conditions; others are static and do not change or vary.


Mutations are an area of the esk canon that strongly encourages player contribution and the list provided here is just a starting point. You can create your own new mutations and expand the Abnormals lore in your own way.

Suggested mutations
  • Multiples: Adds additional anatomical structures to the esk. This can be used to add extra legs, eyes, tails, heads, etc, but it cannot be used to add additional toes (three is always the limit). Multiple heads can be given their own names and personalities but will count as a single character and result from a single transformation.
  • Underdeveloped: Diminished or shriveled limbs or other body parts. Underdeveloped limbs are limbs that are too small or shriveled to be used for any kind of locomotion. If an esk is short or squat with little legs that they can walk or run on then they do not require this trait. Underdeveloped limbs are essentially useless or vestigial structures.
  • Absence: Use this mutation to remove anatomical structures from the esk. This can be used to remove eyes, body, limbs, or remove 50-75% of a limb (like an amputation). Absence can be used to remove toes from all but two limbs, but cannot be used to remove toes from all limbs. This mutation does not apply to tails (you can remove tails using the rare manx trait) or the head (esk should always have a head/face of some kind), and you cannot use this mutation to create an illusion of removing all toes by amputating at the wrist/hock/heels. Absence cannot be used to remove all legs to create a limbless esk. The closest approximation to a limbless esk would be to give the esk underdeveloped legs, which are limbs that are too small to be used for any kind of locomotion.
  • Fins: This mutation can add fin structures to any part of the body or replace legs with fin structures. If all limbs are replaced by fins you must still include 3 toes on at least 2 of the limbs.
  • Wings: Use this mutation to add wing structures to any part of the body or replace limbs with wings. If two limbs are replaced by wings and two remain as legs you will also require the use of the bipedal trait in order to have that esk stand on its hind legs. If all limbs are replaced by wings you must still include 3 toes on at least 2 of the limbs. Adding feathers to limbs that would also be used for standing or walking does not count as wings.
  • Oddity: This is a "catch all" category for mutations that create strangely shaped or distorted body parts that do not fit into other categories present here or are difficult to apply a label to. This only applies to the esk's anatomical structures and does not affect nature features or overgrowth. This mutation can apply to the head but a facial structure still must be present. For example, a head made out of stone but retains the typical esk face shape and/or eyes. This mutation cannot be used to replace the head with an object, such as a cup or TV. 
  • Horns: Adds animal-like or dragon-like horns. This does not include nature features that resemble horns.
  • Antlers: Adds animal-like antlers or antler-like structures. This does not include nature features that resemble antlers.
  • Animal Traits: This is a "catch all" category for other animal traits that would not normally be found on an esk but are inspired by real living animals. Examples include talons or other animal-like nails, feathers, scales, or antennae. There are lots of options here, send the staff a group note if you are unsure if your mutation falls under this category.
  • Bipedal: This mutation allows an esk to have an upright stance be their default state. This should resemble bipedal animals that normally stand and move about on two legs, you cannot use this mutation to create an "anthro" or human-like form. This mutation is not necessary for quadrupedal body types that have the ability to be erect on their hind legs for limited periods of time (like esk based on bears, meerkats, etc).
  • Long-bodied: Use this mutation to elongate the esk's body to an exaggerated length. This mutation is not required to simply give an esk short legs (like a squat body, use a corgi dog as a reference), but it is necessary to give an esk an exceptionally long body (legs should look disproportionately short/small compared to the length of the body, use an eastern-style dragon or dachshund dog as a reference). 
  • Thorns (dynamic): This allows an esk to have thorny body structures. These thorn structures are part of the esk's anatomy and not a nature feature, and are able to retract or protrude. Esk with these mutation can sprout thorns at will from any part of their body or cover their entire body in thorns at will or based on their emotional state.
  • Ravaging Growth (dynamic): This allows an esk's nature features to grow to cover the body or their surroundings at an explosive rate. Does not apply to nature features that cannot naturally grow, such as rocks and minerals (these require an elemental power). Please include an image of ravaging growth in your masterlist artwork for MYO approval.
  • Size-shifter (dynamic): This allows an esk to change their size or proportion at will. This is a complex mutation, see more information at the bottom of this page. An Abnormal with this trait must have additional mutations.
  • Shape-shifter (dynamic): This is a complex mutation, see more information at the bottom of the page before applying this to your esk.
  • Color-shift (dynamic): This mutation grants the esk the ability to change coloration at will. This is a complex mutation, see more information at the bottom of the page before applying this to your esk. An Abnormal with this trait must have additional mutations.
  • Bioluminescence (dynamic): This allows nature features to glow that otherwise wouldn't be able to. For example: you can apply bioluminescence to a red rose and this allows it to glow red. Bioluminescence is not required for nature features that are realistically able to glow in the dark, such as certain kinds of mushrooms. Bioluminescence does not apply to the esk's body (you can obtain this with the glowing markings rare trait) and you can also simply use an enchantment to add glowing to a nature feature. An Abnormal with this trait must have additional mutations.
  • Unnatural nature feature coloration: This allows a nature feature to manifest in an unnatural color that is not found in nature. This mutation can also be used to add an albino nature feature to an esk that does not already have the albino or piebald rare trait. An Abnormal with this trait must have additional mutations.
  • Flat face: Use this mutation to remove an esk's snout completely. 
  • "Partially Sleek" Tail: ​Use this mutation to apply the sleek trait to some length of a flexible tail. The result may resemble a lion or clipped poodle's tail. The "ox tail" mutation falls under this category.
  • Scarring: This applies scarring to large areas of the esk's body, or applies decorative scarring.
  • Hairless: This mutation allows an esk to have patches or spots of hair loss (partial hairless) or large areas of hair loss. This mutation should not exceed 50% of the esk's body. Esk cannot be fully hairless. 
  • Flexible nature feature: This mutation allows nature features to bend or move in a way that is unnatural, such as allowing tree limbs to bend like an arm.
  • Animated nature feature: This mutation can be used to give more life to a nature feature by allowing it to move about in a sentient manner, such as allowing a venus fly trap to move around and chomp at things.
  • Nature feature wings: This falls under the "wings" category above. If you have flexible nature features that resemble and function like wings (flapping, fluttering) you will require this mutation even if there are no anatomical wing structures.
  • Fragmentation: This mutation is recommended for Abnormals that are created from objects, stones, or plants. This allows for esk to have a broken quality to their body such as floating limbs or broken off pieces. Fragmentation helps express the unstable nature of these kinds of Abnormals.
  • Cracked body: This mutation is an off-shoot of fragmentation, the body will seem cracked or fractured but pieces will not be broken off from the body.
  • Change the material of the body: You can change a body's composition into something unusual such as glass ("glass body") or stone ("stone body"). 
  • Create your own mutation: Have a new idea for a mutation? You can propose it in your MYO review and we will work with you to expand upon these possibilities!

Color-shifting, size-shifting, and shape-shifting
The shifting mutations follow the rule of one - it can either apply to one part of the body with diverse effects, or to the esk as a whole with one large effect. The essential character of the esk must remain constant; it can only affect traits that are purchased for the esk, or shown on their masterlist entry (example - an esk without the false ears trait cannot shape-shift to have false ears). The shifting mutations cannot be the only mutation an esk gains when turned into an abnormal.

The shifting mutations will not allow a normal esk to shift into a morph, or for a morph to shift into a different morph. 

 When assigning a shifting mutation, please provide details as to how the shifting will affect the esk while keeping the rule of one in mind. Below are examples of how to use the shifting mutations

Color-shift
  • Whole body: A normally brown and grey esk can shift their entire body to white.
  • Single part: A bright red tail tip can shift into other colors, but nowhere else on the body.
  • Nature feature: A pink flower can shift into other colors, but no other traits change color.
Size-shift
  • Whole body: A normally small esk can size-shift its body bigger while keeping similar proportions.
  • Single part: A tail can be shifted to longer or shorter but no other traits change (must have cropped or manx purchased to go to those lengths). Another example would be legs going from short to long (all legs are a single unit).
  • Nature feature: A flower can shift from bigger to smaller (while retaining the same proportions and shape) but no other features change. 
Shape-shift
  • Whole body: An esk is normally short and stout but can shape-shift its entire body to be tall and thin. No other proportions are affected.
  • Single part: Antlers can shape-shift to have a different number of points, but nothing else in their form changes.
  • Nature feature: A rough stone can shape shift into carved shapes, but nothing else in their form changes.
  • NEW elemental shape-shift: If an abnormal esk has an elemental, it can manifest as part of their anatomy. Please refer to the elementals page for more details about this type of shape-shift.

Please try to make your Abnormal visibly altered by the impact of transformation
Abnormal transformation has a deep soul-altering impact on the esk, please make your designs reflective of this. Using low visibility mutations such as size-shifter or unnaturally colored nature features does not successfully reflect the lore. Try to be creative and consider new mutation options if you do not feel that your esk fits into the list above. Ideally, Abnormal esk will be visibly different from normal esk and easily recognizable as Abnormals. This is especially true for esk that are transformed from objects, stones, or plants.
​
These types of mutations are not allowed
  • Any mutations that make an esk resemble a trademarked character or character from other closed species or ARPGs.
  • Mutations cannot make an esk look like a human.
  • Shape-shifting into other animals or beings is not allowed. Only subtle forms of shape-shifting (ex: esk's antlers can change to have any number of points they want). You may also have the esk be able to shift into a single object like turning into a statue. Shape-shifting is a separate mutation from size-shifting.
  • Applied mutations are no longer allowed — familiars can not be affected by mutations. Nature Features will continue to be affected by mutations such as Ravaging Growth.
  • Mutations cannot contradict the Design Ground Rules under any circumstances.
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