Traits

Mutation
Rooster Comb

Rooster Comb (Unclassified)

Category: Mutation

Description:

Requirement:


WIP

Color Changing Fur

Color Changing Fur (Early Access Mutation)

Category: Mutation

Description:

 Fur that shifts color due to chemical changes within it. This change can take a varying amount of time to occur depending on the trigger, with a minimum of 5 minutes. Markings themselves cannot change, only colors. Blood and skin colors remain the same.

The triggers to this change may be
- Season
- Time of day
- Emotional state

Requirement:

  • Blood and skin colors do not change.
  • Must have a clearly indicated main form with a maximum of 3 additional variations (4 total forms). Additional forms must be shown slightly smaller than the primary form.

 

DISCLAIMER: The more forms you choose to have, the longer redesign processing may take.


VISUALS ARE WIP

 

Feather Body

Feather Body (Early Access Mutation)

Category: Mutation

Feathers can grow on the body in lieu of fur.

Honed Powers

Honed Powers (Early Access Mutation)

Category: Mutation

Powers are a dangerous game of chance for any grems. They are latent at birth and can manifest in a number of ways at any time in their lives. This awakening of powers harnesses the key to becoming as close to the grem's doppelganger dimension as possible without becoming a cypherus. Each power is different, some being more general  or specific depending on the individual and their own strength. They tend to present in specific elements (fire, wind, earth, liquid, gas, and mind) and are controlled priamrily through the hands. Grems possessing powers are considered dangerous and are flagged as kill-on-sight once discovered, so powers are generally kept secret.

Honed Powers can be used in more areas than just the hands, and can be used in multiple ways.

Bat Wings

Bat Wings (Paid Mutation)

Category: Mutation

Description:

Small bat-like wings that protrude from the back. Bat wings can come in multiple structural variations, the most notable are the "dragon" or "bat".  They are entirely useless for flight, making them primarily an aesthetic trait.

Requirement:

  • Gives your grem 1 pair of bat style wings.
  • The arm of the wing can have fur, however the fingers and wing membranes must be furless.
  • Maximum size limit of a bat wing is about the same length as their arm (from shoulder to hand).
  • This trait can be applied to one, some, or all wings on the design, and can be used to create a split set of wings when combined with other wing traits. (EG: 1 cherub & 1 bat wing) (Note: this trait does not merge wing types Nor does it add ADDITIONAL wings past the 2 wing limit.
    • For additional wings please see [quad wing] for more details.
  • Cannot create hybridized wings (Eg: merging parts/sections of one wing type into parts of another wing type.)
  • This wing can optionally have a "thumb" OR This wing can optionally have a small hand with a max of 3 fingers (Please see example.)
  • The membrane of the wing is not limited to strictly bat-like shapes, and can have slight modifications. (Please see examples.)
  • This trait cannot be applied to these Grem types: Mantagrems, Growls - (they come with their own set of default wings.)
  • Cannot be used to mimic "off-limit" traits. (Traits that either do not exist or you do not have the trait changing item for.)

 Examples

 

 

Begemmed

Begemmed (Paid Mutation)

Category: Mutation

Description:

Stone or crystalline growths coming out of the surface of the skin. Typically originates along the back, but is not required to.

Requirement:

  • These gems cannot grow from or obscure the dominant blood areas.
  • Cannot grow from or extend past the claws.
  • Can’t restrict natural movement or hinder function.
  • Cannot replicate mutations (ex.horns, plates, spurs) unless mixed.
  • Can form simple shapes, be it natural or unnatural.
  • Size limitation is roughly the length of a grem’s hand.
  • Can be any color, and can be translucent or opaque.
  • Can grow from the feet but cannot form claws/spurs, and recessive blood color must still make up the majority of the foot's surface.

    VISUAL WIP

Mixing mutations:

When mixing with other mutations, what ever information is not here follows both its own AND that counterpart's descriptions and requirements by default. If there is conflicting information, please contact us.
 
+ Horned
  • Horns can have a gem like appearence or reflective metallic look to them compared to the more dull original.
  • May also be combined with biolum to have the horn glow from the skin/base, making the gem horn appear as if there is a glow within.

    VISUAL WIP
Cherub Wing

Cherub Wing (Paid Mutation)

Category: Mutation

Description:

 

Small cherub sized wing appendages that protrude from the back, these wings are known to only be able to grow fur, but it isn't uncommon for these wings to be furless. They present in various shapes and fur lengths. These are entirely useless for flight, making them primarily an aesthetic trait.

Requirement:

  • A pair of wings that may only be furred or furless. 
  • No feathers are accepted, any mimicry of feathers will be denied.
  • This trait cannot be applied to these Grem types: Mantagrems, Growls - (they come with their own set of default wings.)
  • Maximum size limit of a cherub wing is about the same length as their arm (from shoulder to hand). 

 Examples


 

Croaker Neck

Croaker Neck (Paid Mutation)

Category: Mutation

 

Description:

A neck only trait where your grem has a vocal sac (similar to a frog’s) specifically on the neck. This trait is able ( but not required) to encompass the entirety of their neck!

Requirement:

  •  Croaker sacs are filled with air and cannot have any other foreign objects/liquid inside of them.
  • Trait can only be applied once & does not stack to increase the number of croaker sacs.  
  • This trait cannot be modified/merged with other traits.
  • This trait cannot be used to mimic other mutations.

    croaker%20neck.png

 

Dragon Frill

Dragon Frill (Paid Mutation)

Category: Mutation

 

Description:

WIP

Requirement:

  • WIP

 

Feelers

Feelers (Paid Mutation)

Category: Mutation

 

Description:

Prehensile tendrils that can grow from the bottom half of the face as well as the neck.

 

Requirement:

  • Must be tube-shaped and smoothly taper all the way down to the tips
  • Made of flesh, but can be furred
  • Must grow from the neck or face, but cannot be placed on the front of the nose or the crown of the head (see image)
  • Cannot be longer than the grem’s arm
  • Cannot be thicker than the grem’s wrist
  • Cannot have suction cups or claws

    VISUAL WIP

 

Fleck

Fleck (Paid Mutation)

Category: Mutation

 

Description:

Interspersed, brittle hairs that are typically a different color and compound from the surrounding fur. These brittle hairs easily break off into a powder and disperse around the surrounding area, appearing glitter-like.

 

Requirement:

  • Can originate from any furred area, or from only certain patches or areas of the body
  • Can seem to visually ‘float’ off of the body
  • Can be any color or mix of colors
VISUAL WIP
Harlequin

Harlequin (Paid Mutation)

Category: Mutation

Description:

Harlequin is a colour mutation that changes the pigment entirely around a single foot of a grem. Only one foot changes to a faux pigment while the other remains with it's true blood colour. The Harlequin coloured leg can come in any colour or shade available, and can be covered hock to toe in any marking you wish. The nails of the harlequin affected foot may also come in any variety of solid colors.

 

Requirement:

  • Harlequin does not follow the blood colour placement rules, and as such can be coloured in any way with most any colour. 
    • Bottom of the affected foot can also be coloured however you'd like.
    • The true "Recessive" color cannot be placed anywhere on the Harlequin affected foot (Nails not included).

  • The color of the nails on the harlequin affected foot can also be changed to another colour that does not match with the bloods.
    • Nail colours must still be solid colours. No gradients.
    •  Only ONE leg is able to have the Harlequin mutation. The other leg MUST continue to follow the blood rules provided.

 

Horned

Horned (Paid Mutation)

Category: Mutation

Description:

Present from birth, horns are a rare and mostly safe mutation that usually present as hardened protrusions on the head. They can be any shape as long as it isn’t debilitating to or harming the grem. There is no set limitation as to how many horns the grem can have* and sometimes can appear to be asymmetrical.

Requirement:

  • Horns may protrude from the crown of a grem's head, as well as on the end of the nose.
  • They do not shed like antlers.
  • Can be filed down to the base and regrown overtime.
  • Tails of a grem may also have up to four horns each (End of the tail only).
  • If the tail is forked, the base tail overall still may only have a max of 4 horns.

    VISUAL WIP

Mixing mutations:

When mixing with other mutations, what ever information is not here follows both its own AND that counterpart's descriptions and requirements by default. If there is conflicting information, please contact us.

 

+ Begemmed
  • Horns can have a gem like appearence or reflective metallic look to them compared to the more dull original
  • May also be combined with biolum to have the horn glow from the skin/base, making the gem horn appear as if there is a glow within

    VISUAL WIP
Powers

Powers (Paid Mutation)

Category: Mutation

 

Description: (WIP)

Powers are an otherworldly ability that can be granted onto grems via supernatural means.

A Grem2 obtains its power via happenstance; a "dormant" gene is activated by an unseen godly or dimensional force. From what the facility has observed, powers are entirely an unknown phenomona that even GremCorps lacks control over. They can activate entirely at random or can be achieved via gaining the fondness of a godly being.

When a Grem2 (or Grem hybrid) gains its power, they are now able to conjure the element exclusively from the hand(s) area and are labelled by that element which can be manipulated and modified by the hands. They are able to produce the element at will, use it as an underdeveloped projectile, and modify the element in shape and size OR amplifying the element when in physical contact with it (ie: touching fire from a candle and amplifying it).

Powers are ONLY able to be used from their hands; other areas of the body are prohibited, and can only do very limited manipulation (ie: small, limited structures or weapons; delicately conjure our basic elements such as electricity, water, fire, etc). 

Casting Range

Generally, a power will be at its highest capacity and strength within 0ft to 20ft, after that the energy will half after 20ft. The power will do no damage past 30 ft. This is a subjective distance and will most likely differ slightly based on the element being used.

Powers are restricted specifically to the elements listed below

 

Fire - all colors
• embers
• sparks (flint striking / sparklers)
• wisps
• heat-conducting
• smoke

Electricity - all colors
• Static
• Electricity

Water - all colors
• basic water types (salt, fresh)
• water drops
• mist and fog

Rock/Earth - all colors - NO toxic metals
• metals (liquid or solid)
• sand and stone
• fake precious metals and gemstones
• soil

Plants - naturally occurring 
• thorns
• small flowers or seedlings/sprouts or nuts, cacti, etc

Air - Oxygen only
• delicate gusts
• weak, controlled air flow

Ice/Snow - naturally occurring
• powder snow
• icicles
• cooling hands
• mild freezing capabilities

Light - Any color
• flashlight-like light, contained
• firefly-like lights
• weak flashbang
• sparkling (without heat)
• small light shapes 
• dimming/amplifying light

Shadow - Colourless & "Black"
• weak manipulation
• small, blotting shadow from the hand
• weakly darkening light around the hand
• dimming light

Primal Teeth

Primal Teeth (Paid Mutation)

Category: Mutation

Description:

A set of especially large teeth that protrude out from the mouth ornamentally, whether up/outwards like boar tusks or down like those of a saber toothed cat. This includes molars that protrude from the mouth.

 

Requirement:

  • If a canine tooth, must extend past the silhouette of the head
  • Cannot be so large that they overly encumber the grem
  • Only 4 teeth can be Primal at once
  • Can grow from the upper or lower jaw and can affect any tooth in the mouth except for the incisors

    VISUAL WIP
Scale Plating

Scale Plating (Paid Mutation)

Category: Mutation

Description:

A mutation that causes excess hardening and plating of the skin that slowly overlaps itself the course of a grem's early life. This mutation is primarily used for protection, reaching density so extreme that it is even able to deflect bullets. 

Requirement:

  • Plates can layer and protrude slightly off the body similar to the scale plates on a pangolin.
  • Scales can create the shape of small scutes, but any spines/spikes should be kept small.
  • CANNOT form large spines/sails or large protruding ridges. Please see examples below for sizing and visuals on what would be allowed.
  • Can coat the entire body OR only be placed in a few small areas.
  • Plates can mix with other mutations if that mutation is present on the grem.
  • Cannot be overgrown on vital areas like that eyes, ears, mouth, etc.
  • Plates are not allowed to modify the general anatomy of the grem. (eg: using scales to create beaks or reshape limbs)

  • Scales can create the shape of small scutes, but any spines/spikes should be kept small.
  • CANNOT form large spines or large protruding ridges. Please see examples below for visuals of what would be allowed

 

Larger Wings

Larger Wings (Modifier Trait)

Category: Mutation

Description:

A modifier mutation that affects the size of a Grems cherub or bat wings, and causes them to become larger than their usually allowed size.

  • This trait does not change anything about the base requirements for the wing. It only affects their size.

 

Requirement:

  • Applying this trait to your Grem does not ADD wings. It only affects the size of already existing wings on the design. If you would like to add wings, please see the [Cherub]  [Bat] or [Insect] wing traits.
  • This trait can be applied to one, some, or all wings on the design. (Once the trait is applied, you can change the sizes of some/all wings at any point without the need of another application.)
  • This trait can affect both cherub, insect, and bat wings.
  • This trait cannot be applied to these Grem types: Mantagrems.
  • With the addition of Insect Wings, any wings affected by this potion will need to avoid Manta Wing mimicry.
  • Maximum size limit of a wing with this trait applied  is roughly 2 arm lengths when fully extended (example below).

 Examples

 

Bioluminescence

Bioluminescence (Public - Free Mutation)

Category: Mutation

 

Description:

Bioluminescent markings that glow in the dark or under UV light. The glow of bioluminescence can dim and brighten at will or can be switched off completely. It can apply to any or all areas of a grem's body (hybrids included, please read below the visual for more information!).

 

Requirement:

  • The glow is only visible in dark locations

  • Glowing areas must follow existing markings on the design (ex. glowing stripes can't appear in the dark if the grem doesn't have stripe markings in that location).

  • If applied to a marking, the entire marking must glow. It cannot partially glow (ex: a stripe marking where only half of the marking glows would not be allowed. It would need to glow along the entire stripe.)

  • If multiple markings glow alongside each other, the markings still need to be clearly visible as individual markings. They may not "blend" together.

  • Teeth and ‘Blood areas’ such as eyes, mouth, inner ears, claws (including city claws), recessive foot area, prehensile skin patches, scars and pawpads are required to have the same bioluminescent color as said area. (Eg: red inner ears = red biolum)
    The areas such as eyes, inner ears, scars and mouth changes with the recessive rush. (Eg: red inner ears = red biolum, rushes into blue ears = blue biolum)

  • The following must be present on the masterlist reference:
    • A visual of the non-luminescent (main image) and another visual of the luminescent version
    • All parts of the grem that glow must be clearly visible on the luminescent version on a darker base to show the glow clearly
    • The image must at least be slightly smaller than the main body (if fullbody is shown) so there is a clear distinction between the two visuals

 

biolum%20example.png


Hybrids:


All of the above apply with the exeption listed below:

  • Mantagrems
    • Only the true blood color (the eyes) must glow the same color. (Eg: red eyes = red biolum)
  • Snowgrems
    • Only the true blood color (the mouth) must glow the same color. (Eg: red tongue/gums = red biolum)
Gecko Crest

Gecko Crest (Public - Free Mutation)

Category: Mutation

Description:

A small ridge of soft skin nodules or flaps that run along the length of the back, neck, and optionally the eyebrow ridges and length of the tail. Visually similar to a gecko crest.

Requirement:

  • These nodules are small squishy, and soft.
  • Cannot be used to mimic "off-limit" traits. (Traits that either do not exist or you do not have the trait changing item for.)
  • Cannot resemble traits like scales, horns, or begemmed.
  • Cannot be drawn any larger than the image provided.

 

Pedigree Fur

Pedigree Fur (Public - Free Mutation)

Category: Mutation

Description:

A broad full-body fur trait used to cover any combination of differing fur textures, styles, and/or length. (Fur texture examples: Curly | Wavy | Coarse | Silky)

Requirement:

  • Can be mixed with any trait available for your Grem.
  • Cannot be used to mimic "off-limit" traits. (Traits that either do not exist or you do not have the trait changing item for.)

 

Reflective Markings

Reflective Markings (Public - Free Mutation)

Category: Mutation

DESCRIPTION:

Reflective accents that give a Grem's markings a "metallic sheen". The reflectiveness can have different levels of gloss or matte. Can occur in any colour. 

REQUIREMENT:

  • Reflective markings can be shown in different reflective styles and textures (eg: opalescent, matte, soft foil sheen.)
  • Reflective areas must follow existing markings on the design.
  • This trait cannot be shown on the legs, teeth, scars, skin patches. This applies to all hybrids.
  • This trait cannot be shown on  blood colour regions. Fur only. (Blood Guide) This applies to all hybrids.
  • Should be used as an accent trait, cannot cover the entire grem in reflective markings (Max limit is 50% coverage).
 
Spurs

Spurs (Public - Free Mutation)

Category: Mutation

Description:

 Additional claws which grow from the back of a grem’s feet, pointing backwards from the foot. Can be straight or curl upwards like a healthy rooster's spur.

 

Requirement:

  •  Must be either the dominant OR recessive blood color
  • One per leg, maximum
  • May be no longer than the grem's toes
  • No excessive curling or raptor claw shape

    VISUALS ARE WIP

 

Unusual Teeth

Unusual Teeth (Public - Free Mutation)

Category: Mutation

Description:

Non-standard teeth.
There are currently a few common ways that basic grem2 teeth verge from the standard:

Overgrown: Either the incisors or canines (upper, lower or both) are elongated and poke out from the mouth. Elongated canines can have a slight, oni-like outward curl to them

Corn-eater: Flat, herbivore-type teeth. Canines may remain sharp or be completely flattened.

 

Requirement:

  • The length of these cannot extend past the silhouette of the head
  • Any curled canines can only curl outwards from the mouth and not impede the grem
  • Only the Insisors and canine teeth can be overgrown
  • Max 4 teeth at once
  • Cannot hinder a grem from closing its mouth

    VISUAL WIP
Wire

Wire (Public - Free Mutation)

Category: Mutation

Description:

Long, thin, whisker-like strands of keratin that come from the grem's body. They can be optionally adorned with a tuft of feathery fur on the end. Can be used as a simple decoration or cat whiskers for your grem. 

Requirement:

 
  • Wire must must be visible no matter the length, tuft cannot cover the wire entirely. 
  • The tuft itself can be protrayed as simplified shapes (eg. simple feather/ leaf/ flower/ star/ pom-pom / etc) , overly complex tuft designs have a possibility of being sent back. 
  • Wire can be portray with or without the tuft, can be used as whiskers.
  • Cannot be used to mimic "off-limit" traits. (Traits that either do not exist or you do not have the trait changing item for.)
  • Amount of wires used is unlimited, but if the trait impedes the grem's quality of life, then it may be sent back.
  • Wire length can reach up to 1 body length.
  • Cannot be used to create dragon whiskers or barbels.
  • Wires are stiff and cannot animate.