PHYSICAL MUTATIONS



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Physical mutations are optional, you may choose to show them visually or simply carry them genetically.

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List of Current Physical Mutations:

Bobtail, Claws, Fangs, Feathered, Extended Feathered, Flopped Ears, Silk Cheeks, Silken Rump, Mohawk, Extended Mohawk, Beard, Horns, Curled Tail, Gazelle, Long Tail

Helpful Tips

Physical mutations allow a user to customize their Felvarg to various degrees. Each has its own set of rules and boundaries though, which are detailed within each mutation respectively. Despite being visually vastly different, they do all hold similar rulesets. We will outline them below.

Active: Visually the physical mutation is showing on your Felvargs image.
Inactive: They physical mutation does not visually show, but will be marked as (carried), indicating while not visually present the physical mutation will still have a chance to genetically pass to offspring.

All physical mutations have official lineart provided by the group, to be applied to your import. These files can be downloaded from our Design Hub. Be mindful without an accessory applied, all physicals must use our default lines.
As mentioned above Accessories can be used to customize your Felvargs physical mutations. You will need 1x Accessories for each physical you wish to redraw and when redrawing them be mindful of the following.

Where your lines begin and end must be relevant to our placement. This means if you customize bobtail, it must start and end roughly in the same place and be similar in length.
The lines drawn for your custom physical must match your coat type. This means if you have a short coat, but customize the lines to be extremely curly, you will be sent back to corrections. Allow our base lineart to guide you to safe lengths and behaviors. With Short and Sphynx your physicals may vary in length and may be shortened by up to half the default lines.
You may apply a Cloak of Shadows to your unused genotype or uploaded Felvarg to apply Physical Mutations to your Felvarg. Be mindful once uploaded if you wish to change your custom mohawk, for a different custom mohawk for example, you will need to apply another accessory to edit it.
When customizing your Physical Mutations with an accessory, you cannot draw your Physical Mutation shorter than the default lines. They should be relative to the length of the default mutation lines and/or longer. Retain as much of our lineart as possible.

Not all physical mutations interact when paired together. For example curled tail and bobtail together create an interaction, but long tail and curled tail do not. Check each physical respectively to see if an interaction is present.
When applying a physical mutation your marking becomes an extension of it. This means if your maned marked is in full coverage, and you have mohawk, the maned color/marking will extend to mohawks region.
Be cautious when using superficial lines. When drawing custom physical mutations add only the lines necessary and leave as many original lines present as possible. Abusive use of superficial lines will come with a correction.

Bobtail

  • This physical mutation causes the tail of a Felvarg to be turned into a short nub.

  • Bobtail interacts with Curled Tail when both physicals are present. Check interactions for more details.

    Bobtail Can:

    Be redrawn with your coat type being taken into consideration.
    Be customized provided an accessory also be present.

    Bobtail Cannot:

    Change position and must remain neutral, begin and end relatively where our default lines begin and end.
    Be shortened in any way and must remain relative in length to the default lines.

    Claws

  • This physical mutation makes the nails on a Felvarg grow long, sharp, and robust.

  • Claws do NOT have an interaction with any other physical mutations.

    Claws Can:

    Be lengtened provided they look natural with the use of an accessory.
    Use only the front or back feet with the use of an accessory.

    Claws Cannot:

    Be shortened to a length shorter than the default lines provided.

    Fangs

  • This physical mutation causes a Felvargs' top canines to become abnormally long.

  • Fangs do NOT have an interaction with any other physical mutations.

    Fangs Can:

    Be broken using an accessories. The base of the tooth must remain untouched.

    Fangs Cannot:

    Be shortened, or lengthened in any way. Not even with an accessory.
    Effect the bottom set of teeth, fangs only effect the fangs of a Felvarg.

    Feathered

  • This fur-altering oddity causes the underside of a Felvargs fore and hind-legs to have long, silky fur.

  • Feathered does NOT have an interaction with any other physical mutations.

    Feathered Can:

    Be lengthened using accessories but it should have a similar placement as the standard mutation lines.
    Be shorter using an accessories, than the standard mutation lines IF part of it is longer than the standard. Only Short, Rex or Sphynx coated Felvargs may be up to half the typical length.
    Display on the front and back legs, but will require an accessories to do so.

    Feathered Cannot:

    Cover the front part of the fore or hind legs. If custom it should follow the standard mutation lines in nature.
    Appear as though it is another coat type.

    Extended Feathered

  • Extended Feathered is much like Feathered, with the exception that it may extend to leg's front portion and all the way up as well.

  • Extended Feathered does NOT have an interaction with any other physical mutations.

    Extended Feathered Can:

    Be lengthened using accessories but it should have a similar placement as the standard mutation lines.
    Be shorter using an accessories, than the standard mutation lines IF part of it is longer than the standard. Only Short, Rex or Sphynx coated Felvargs may be up to half the typical length.
    Display on the front of back legs, but will require an accessories to do so.

    Extended Feathered Cannot:

    Cover the front part of the fore or hind legs. If custom it should follow the standard mutation lines in nature.
    Appear as though it is another coat type.

    Mohawk

  • This physical mutation causes a growth of fur on the back of the Felvargs neck.

  • Mohawk does NOT have an interaction with any other physical mutations.

    Mohawk Can:

    Be custom drawn with the use of an accessory, provided the start and end placements are relative to the standard mutation lines, and at a glance appears similar to your Felvargs coat type. Be mindful your mohawk should interact with any markings present near it and those markings should extend to your Mohawk.

    Mohawk Cannot:

    Be shorter than the default lines provided.
    Appear as though it is another coat type.

    Extended Mohawk

  • This physical mutation causes a growth of fur on the back of the Felvargs neck to become extreme in length.

  • Extended Mohawk interacts with Gazelle when both phsyicals are present. Check interactions for more details.

    Extended Mohawk Can:

    Be custom drawn with the use of an accessory, provided the start and end placements are relative to the standard mutation lines, and at a glance appears similar to your Felvargs coat type. Be mindful your mohawk should interact with any markings present near it and those markings should extend to your Mohawk.
    Can be customized with accessories to be only bangs or for example just extending over the back/shoulders, instead of being on both extended ranges but must still include the standard mohawk range.

    Extended Mohawk Cannot:

    Be shorter than the default lines provided.
    Appear as though it is another coat type.

    Flopped Ears

  • This physical mutation causes a Felvargs ears to flop forward, and can be customized with an accessories.

  • Flopped Ears does NOT have an interaction with any other physical mutations.

    Flopped Ears Can:

    Be custom drawn with the use of an accessory, provided the size and placement is relative. We will be forgiving if your custom flopped ears a slightly larger, but if they are made smaller we will request corrections.
    Be flopped in any natural direction provided it is relative in nature to the physical mutation and coat type.
    Have a single ear flopped with the use of an accessories.

    Flopped Ears Cannot:

    Be shorter than the default lines provided.
    Appear as though it is another coat type.

    Silk Cheeks

  • This physical mutation causes a growth of fur along the cheeks of a Felvarg.

  • Silk Cheeks does NOT have an interaction with any other physical mutations.

    Silk Cheeks Can:

    Be custom drawn with the use of an accessory, any length longer than the default lines, provided they keep true to their coat type in nature.

    Silk Cheeks Cannot:

    Appear as though it is another coat type.
    Be shorter than the default lines provided.
    Begin and end in a different position to the default lines provided.

    Silken Rump

  • This physical mutation causes a growth of fur along the.... cheeks (Rump) of your Felvarg.

  • Silken Rump does NOT have an interaction with any other physical mutations.

    Silken Rump Can:

    Be custom drawn with the use of an accessory, any length longer than the default lines, provided they keep true to their coat type in nature, and the placement remains the same as the default lines provided.

    Silken Rump Cannot:

    Appear as though it is another coat type.
    Be shorter than the default lines provided.
    Flow against the fur unless the coat type allows for it.

    Beard

  • This physical mutation causes the Felvarg to have a beard growth on it's chin.

  • Beard does NOT have an interaction with any other physical mutations.

    Beard Can:

    Be custom drawn with the use of an accessory, any length longer than the default lines, provided they keep true to their coat type in nature, and the placement remains relative to the default lines provided.
    Extend to the entire bottom jaw.

    Beard Cannot:

    Appear as though it is another coat type.
    Be shorter than the default lines provided.
    Create sideburns or mustaches, it must remain true to a beard in nature.

    Curled Tail

  • A mutated twist of the tail vertebrae causes the tail to bend sideways, creating a permanent Curled Tail.

  • Curled Tail interacts with Bob Tail when both phsyicals are present. Check interactions for more details.

    Curled Tail Can:

    Be custom drawn with the use of an accessory, provided it remains a relative length to the default lines, the placement is untouched, and the fur is relative to your Felvargs coat type.

    Curled Tail Cannot:

    Appear as though it is another coat type.
    Be shorter than the default lines provided.
    Coil up over the back, or in any other direction deviating from the default lines provided.

    Gazelle

  • A mutated twist of the tail vertebrae causes the tail to flip over the back of a Felvarg and hang down in copious lengths and thickness.

  • Gazelle interacts with Extended Mohawk when both phsyicals are present. Check interactions for more details.

    Gazelle Can:

    Be custom drawn with the use of an accessory, provided it remains a relative length to the default lines, a similar behavior of flipping up and over the back of a Felvarg, and the fur is relative to your Felvargs coat type.
    Be thinner and shorter with the use of an accessory, provided it holds the same flip over behavior as its default lines provided, and at its shortest appears longer than the stomach of a Felvarg.

    Gazelle Cannot:

    Appear as though it is another coat type.
    Coil up over the Felvarg and fall down in front of the Felvargs body. It must go behind the Felvarg.
    Flip in any other direction outside of the direction provided in the default lines provided.
    Cover the Felvarg on the import in any way.

    Long Tail

  • Felvargs afflicted by this mutation have abnormally lengthy tails, reaching all the way down to their hocks.

  • Long Tail does NOT have an interaction with any other physical mutations.

    Long Tail Can:

    Be custom drawn with the use of an accessory, provided it remains a relative length to the default lines, the placement is untouched, and the fur is relative to your Felvargs coat type. Please use the default lines as a stencil.

    Long Tail Cannot:

    Appear as though it is another coat type.
    Be shorter than the default lines provided unless docked. Please read more about docking with the use of an accessory in our item applications guide.
    Be manipulated by altering the postiion, or extended/lengthened past the default lines.

    Horns

  • Horns are one of the many physical mutations that can appear on your Felvarg.

  • Horns do NOT have an interaction with any other physical mutations.

    Horns are heritable: The offspring with the horn mutation may choose from equal or lesser value horns that the parent Felvarg has already learned.
    When a Felvarg with the horns mutation also has Crackle it will allow horns to take the shade of Crackle. Be mindful your Crackle must be present on the body of your Felvarg somewhere in order to trigger this optional effect.

    Horns Can:

    Be customized using a Bottled Wisp. This includes breaking the horn up provided the base of the horns remains untouched. Alongside Bottled Wisp lifts the usual color restriction, allows the use of paints, imbue the horns to glow or even be consumed in foliage.
    Be moved from the original position in moderation. They can be rotated or slightly shifted in location, as long as the general location is still identifiable.

    Horns Cannot:

    Be increased or decreased in size.
    Reflect any horns provided if custom horns are being created.

    Relevant Items

    Double Devil - This item, while adhering to the rules above, allows the user the ability to add two sets of horns to their official import image.