Sima Adopts | | General Mutation Guide | | DNP

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Sima Adopts | | General Mutation Guide | | DNP

Postby corviidae » Wed Jul 26, 2017 6:04 am

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Main Adopts -- Nursery -- Trait Guide -- Item Archive
____________________________________________________________

This mutation guide will contain information about mutations capable of passing to Sima kits,
and Simas from items which were given out during events.

Keep in mind, not all edits will be listed here and this is entirely different than the trait guide.
Check out our trait guide for what edits all Simas in existence can get and what they can't get.

important note;; subspecies highlighted in red text are retired/cannot be inherited.

[suggestions for additions to the guide are always welcome, please pm an owner]
Last edited by corviidae on Mon Feb 05, 2018 10:11 am, edited 3 times in total.
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Breeding Mutations | | Nursery Artists

Postby corviidae » Wed Jul 26, 2017 6:14 am

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" Simas are unique in that they have the ability to gain a randomly generated trait when applicable.
These traits will never be anything extreme but comes with a great verity from something small or
common to something bigger and rarer. However these mutations are only available if the artist
accepts mutations rolls. In rare cases when an item allows it, you may choose the trait or have a
mutation be set to happen within the litter, but it is normally randomly generated.
"


Each individual artist has their own method of rolling for a mutation, but all follow a general pattern.
Aside from the chance of rolling for a mutation, there's an equal if not more of a chance that a
mutation is not rolled for. The common and uncommon mutations should be the most frequent if
they are rolled for, rare mutations are to be much rarer than these. Legendary mutations have a
1-2% chance of being rolled for.
keep this in mind, nursery artists.

There are mutations that vary in nearly all shapes and sizes and come with different rarities:
common, uncommon, rare and legendary. god mutations are not permitted.

edits not listed here can be suggested, but do not use edits outside of this as a mutation unless
given permission to do so.
not under any circumstance can a user pick what legendary mutation
their kit will get, this will be decided by the artist/rolled for.

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-- Different Jewel + Eye Color --
changes the kit's eye and jewel color from the original, both must match

-- Small Chin Tuft --
adds a tad bit of extra fur to their chin

-- Small/Long Horns --
the pre-made baby horn lines

-- Standard Hair --
no lower than the jaw, no longer/higher than the length of the jaw

-- Claws --
normal sized claws, like dog claws/cat claws


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-- Standard Jewel -> Warrior Jewel --
changing the jewel to the warrior jewel if it was originally standard.

-- Two-Color Eye + Jewel Heterochromia --
a kit can get another color alongside the original eye color, as long as
eyes and jewel still match. a simpler name for this is "dual" Simas


-- Slightly Longer Beard --
larger beard than the standard common one, doesn't reach shoulders

-- Head Hair --
longer than the common hair, doesn't go below the shoulders.

-- Ankle Tufts --
additional fur can be added to a kit's ankles

-- Eye Edits --
one minor edit, such as pupil shape, iris shape, or eye shape. glow doesn't count.

-- Tiny Crystals on Body --
small and a limited amount of crystals somewhere on the kit's body.
imagine them being the size of a kit's toe. not all toes in one, a single toe.


-- Tail Kink --
the length isn't changed, it's just kinked. imagine a broken tail in a cat or something.

-- Chronic Fluid in Eyes, Mouth and/or Jewel --
range from tears to unknown fluids, or even blood. (blood probably isn't appropriate for CS tho)

-- Minor Ear Edits --
no larger then fennec ears, but shape/type can be changed.

-- Tongue Edits --
tongue changes than the default dog-like tongue, such as a snake tongue or a thicker tongue, or split

-- Tooth Edits --
fewer/more teeth, tooth shape, etc

-- Small Amount of Scales --
A very minimal amount of scales scattered on the body, different shapes/sizes

-- Nose Edits --
Deer nose, rabbit nose, different shape, etc.

-- Shaped Muzzles --
Longer, shorter, different shape/size, etc

-- Large Scaled Claws --
Dew claws, scary hawk talon claws, generally just irrationally large claws.


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-- Shaped Jewels --
changing the kit's standard jewel to any shaped jewel pre-made on the lines
(saber, pearl, firefly, raindrop/teardrop, crescent, star, heart)


-- Broken Jewel --
a kit's jewel being broken is void of power, which is rare in itself. doesn't change
jewel type other than this.


-- Additional Eyes --
Up to 2 additional eyes, making 4 eyes in total on the kit.
you may do one extra eye if you don't want to do two.


-- Sparkling Fur --
fur on the kit can sparkles in one place, or numerous places.

-- Eye + Jewel Heterochromia --
eye color that does not match the jewel color whatsoever, or even if it's a slight difference.

-- Multiple Eye + Jewel Colors --
up to 3 colors for both the jewel and the eyes, all must match to qualify as rare.

-- Glowing Eyes and/or Jewel --
a kit's eyes and/or jewel will glow, whether it be a frilly color or something more insidious.
typically matches the eye/jewel color.


-- Head Hair --
this hair reaches the paws, but does not grow any lower.

-- Manes --
can run along the back and to the rump, but no further.

-- Minor Fluff Edits --
Only very minor edits made to the lineart, such as the chest & tail.
or legs and back. not the whole body.


-- Minor Jewel Guard Edits --
edits that change the jewel guard, but keep the basic shape of it.
length can be changed, can be shorter, but must keep the general guard shape.
slightly bent guard can be fine, very small additions allowed (like little barbs, ask
before using this
)


-- Small/Chibi Wings --
the unattached chibi wings you find on the default lineart, or a small pair of wings. style of chibi
wings can be altered, typically matches the Sima's color palette.


-- Custom Horns --
these must be small, no longer/taller than the size of the kit's ears.
max of two, one on each side of their head.


-- Head/Back Horns --
these horns can be found on the old lines, and must follow the same style.

-- Tail Edits --
length, shape, fur amount or style can be changed. jewel guard must remain in tact.

-- Single Limb from Another Species --
think about a lizard's leg, or a bird's leg. or a spider leg.
legs with wings fall under legendary and are not to be confused with this.


-- Large Ear Edits --
ear edits larger than the size of a fennec fox' ear.

-- Jewel Power Visible --
the power within the kit's jewel is brought out, visible not only to the kit
but to other Simas as well.


-- Missing Fur --
every once in a while, a kit is born with up to 4 patches of fur missing on their body.

-- Small-scaled Fins/Gills --
cannot function, but good for aesthetic. might be annoying for the kit and get them snagged
on things, though. cannot be larger in any angle than the kit's head.


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-- Floating Jewel --
a kit is born with the jewel not attached to their body, but remains within the jewel guard. nowhere else.

-- Jewel Powers Affecting Body/Functioning --
Such as nature powers causing a missing eye because of a flower growing out of it or something.
only to be used in very careful moderation.


-- Missing Body Parts --
such as a missing eyeball, missing ear, missing limb, but not more than one. only one.
jewel guard and tail is to stay in tact. (should be the most used out of legendary mutations)


-- Wings --
realistic, not chibi. not for use at this moment.

-- Additional Body Parts --
excluding eyes and jaws, a kit has a chance of gaining an extra limb/body part.
(ex; leg, ear, jewel guard additions)


-- Additional Jewel Powers --
only one.
Last edited by corviidae on Mon Feb 05, 2018 9:52 am, edited 2 times in total.
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Re: Sima Adopts | | General Mutation Guide | | DNP

Postby corviidae » Wed Jul 26, 2017 6:21 am

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Items given out during events or other games will have set information to them, and work differently than mutations
that kits roll for. They have more freedom to them aside from the set rarity and amount, but just like the nursery,
don't permit god mutations unless they were given out and expressly given permission to do so.

Sima Halloween 2k14 wrote:-- Halloween Cheer --
adds a random halloween-themed mutation to your sima

-- Mutation Bottle --
causes random halloween-themed mutations

-- Mysterious Potion in General's Booze Bottle --
gives your sima a random mutation

-- A Dose of Multiple Mutations --
gives your sima multiple mutations based around an animal--
ex; snake-- short/scaley fur, forked tongue, slit eyes, etc.

-- Talisman --
has a 50/50 chance to bless or curse a sima-- rolls must be done by staff,
but this item adds a mutation of either demonic or angelic origin

-- Radioactive Romance --
adds a random mutation to your sima

-- ??? --
gives your sima random halloween-themed mutations - Glispa's door


Sima Christmas 2k16 wrote:-- Reindeer Poop --
gives a sima random christmas-themed mutations


Sima Halloween 2k15 wrote:-- Baby Powder --
gives a random mutation to a kit in a nursery batch

-- Witch's Finger Cookies --
can only be used once to give a magical mutation in a breeding


Sima Summer 2k16 wrote:-- Big Bang --
guarantees a rare mutation for one kit in a sima breeding


Sima Halloween 2k16 wrote:-- Magical Spellbook --
causes a random mutation, rarity is rolled for-- must be applied by Trollish
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Re: Sima Adopts | | General Mutation Guide | | DNP

Postby corviidae » Mon Feb 05, 2018 9:55 am

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10% chance of full-blooded inheritance
20% chance of half-reaper inheritance
20% of ghoul inheritance

Artists roll 50/50 if you roll for either of the bottom two or pick yourself
Ghouls are Simas with the face on their jewel
Reapers are transparent with the face on their jewel
Half-bloods are transparent Simas but are not destined to be reapers.


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no chance of inheritance.

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40% chance if 1 parent is a Peppermint Spice
100% chance if both parents are Peppermint Spice

Are not permitted to breed outside of December. All tickets are to be declined if it isn’t
December and someone is trying to breed a Peppermint Spice Sima.


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50% chance inheritance, 10% chance gaining same amount as parent
tiny chance of being full-blooded, almost always less jewels than parent,amount of jewels = status


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retired, no chance of inheritance.

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retired, no chance of inheritance.

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Edits from a primal are inheritable individually except for their jewels.


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Shifting forms not inheritable to kits, individual edits inheritable
Adopts/legendary MYOs may be made but kept rare and with permission from the creator Grinning Gothamite


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“Illegitimate” subspecies, edits can be inherited but not the gene or the jewel.
Seen as a mutation.
Retired, no more can be created.


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also known as Galaxy Simas, born and descended from the stars themselves. not to be confused with Starsong Simas
who were ''touched'' by the stars.

breeding inheritance tbd


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Simas who hatched from eggs during the Easter Event of 2015, all share rabbit ears, noses, edited tails and paint
permanently splattered on their jewel.


inheritance tbd.
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