Table of Contents
Genetic Codes
Every saber has a genetic code that is hidden until the player uses a Fortune Reading from Hemlock. Each allele in this genetic code is passed down at random to the saber’s cubs and influences how the cubs will look, similar to real-life genetics. This section will help you understand the genetic code as much as possible, but feel free to ask staff for extra help. Remember: even if you think your saber has a certain code, the interpretation of the codes is up to the artists and may not be what you think. Additionally, sabers may have recessive traits. These lists show dominant traits in descending order (i.e. the most dominant trait is at the top of the list and the most recessive trait is at the bottom).
Fang’s Genetic Code: AC AA Aa AB AC Ac GG 88 WW Ag WB Be
Gray short fur, short tail, scruffy gray mane with no markings, cinnamon cover, red Ocet markings, no tertiary pattern, and yellow eyes
Genetic Charts
Fur Colors
A: White
B: Brown
C: Black
AB: Tan
AC: Gray
BC: Chocolate
WW: Red
WA: Fawn
WB: Cinnamon
WC: Dark Ginger
Wx: Orange
Cx: Blue
xx: Lilac
z: [Trash gene] A trash gene allows the other gene to shine through. If there are two trash genes, it becomes a mutation.
Fur Length
A: Short Fur
Tail Length
A: Short Tail
a: Long Tail
b: Silky Tail
c: Curly Tail
Mane Length
A: Thick Mane
AB: Scruffy Mane
B: Maneless
a: Silky Mane
b: Curly Mane
Mane Color
A: White
B: Brown
C: Black
AB: Tan
AC: Gray
BC: Chocolate
WW: Red
WA: Fawn
WB: Cinnamon
WC: Dark Ginger
Wx: Orange
Cx: Blue
xx: Lilac
z: [Trash gene] A trash gene allows the other gene to shine through. If there are two trash genes, it becomes a mutation.
Mane Markings
A: Nothing
B: Tortoiseshell
Bc: Calico
C: Brindle
D: Speckles
a: Gradient
b: Roan
c: Splotches
Primary Patterns
A: Nothing
B: Tortoiseshell
C: White Splotches
BC: Calico
D: Brindle
E: Point
F: Facial Spotting
G: Cover
H: Hatching
a: Tabby
aa: Marbled Tabby
Aa: Tiger Stripes
ab: Inverted Tabby
b: Ticked
c: Merle
Cc: Colored Splotches
Secondary Pattern
A: Nothing
B: Mitted
C. Tuxedo
D. Freckles
E. Mask
F. Nose Smudge
G. Striped Tail
H. Sparse Tabby
I. Gradient
a. Magpie Spots
b. Harlequin
c. Van Pattern
d. Spinal Stripe
e. Dappled
f. Face Stripes
g. Rosetted
1d. Partial Tapir
Secondary Colors
A: White
B: Brown
C: Black
AB: Tan
AC: Gray
BC: Chocolate
WW: Red
WA: Fawn
WB: Cinnamon
WC: Dark Ginger
Wx: Orange
Cx: Blue
xx: Lilac
z: [Trash gene] A trash gene allows the other gene to shine through. If there are two trash genes, it becomes a mutation.
Tertiary Patterns
A: Nothing
B: Mitted
C. Tuxedo
D. Freckles
E. Mask
F. Nose Smudge
G. Striped Tail
H. Chin
I. Toe Tips
J. Back Paws
a. Magpie Spots
b. Harlequin
c. Van Pattern
d. Spinal Stripe
e. Dappled
f. Lightning Stripes
g. Rosetted
h. Ear Tips
Tertiary Colors
A: White
B: Brown
C: Black
AB: Tan
AC: Gray
BC: Chocolate
WW: Red
WA: Fawn
WB: Cinnamon
WC: Dark Ginger
Wx: Orange
Cx: Blue
xx: Lilac
z: [Trash gene] A trash gene allows the other gene to shine through. If there are two trash genes, it becomes a mutation.
Eye Colors
A: Green
B: Yellow
C: Copper
AB: Green-Yellow
BC: Orange
E: Brown
AE: Hazel
d: Blue
Ad: Turquoise
e: Violet
xx: Albino
dx: Ice Blue
ex: Lilac
z: Darken
zz: Black
Heterochromia (5% mutation chance. Both colors appear, ignores combinations). 25% chance to pass and bracketed
Mutations
When bred, every gene has a 5% chance to mutate and become something new. Certain items will increase those mutation chances. When a mutation is rolled, there is a 25% chance the mutation will become a mutation-only gene. All mutation-only genes are completely recessive.
Mutation-Only Genes
Colors
@: Albinism/Leucism (Note: 50/50 chance to get albino, which includes the rare albino eyes too)
#: Melanistic
$: Erythrism
Physical Characteristics
!: Roman Nose
@: Tailless [Replaces Tail]
#: Curly Tail [Replaces Tail]
$: Polycaudal
%: Polydactyl (Polydactyl genes are the only mutation genes that are dominant)
&: Folded Ears
~: Vitiligo
[Bracket]: Heterochromia
Health Mutations
Health mutations affect how the saber works and may kill them. Health mutations do not pass down and are not present in the genetic code.
Blind
– Blind sabers have disadvantage to hit and their Speed and Agility are capped 5 points below the level cap
Half-Blind
– Half-blind sabers have disadvantage to hit
Deaf
– Deaf sabers have disadvantage on patrol and Maze encounters
Mute
– Mute sabers need three art and/or writing to become mates and two to have cubs
Eyeless
– Blind cats have disadvantage to hit and their Speed and Agility are capped 5 points below the level cap. They also have disadvantage on NPC encounter rolls
Leg Missing
– Cats with a missing leg have disadvantage to hit, disadvantage on agility rolls, and their Speed and Agility are capped 10 points below the level cap
Twisted Leg
– Cats with a missing leg have disadvantage to hit and their Speed and Agility are capped 10 points below the level cap
Chimerism
Chimeras have two DNA strands and will have “splotches” where they blend together.
When a chimera is born, they will get two DNA strands. The Chimera gene is noted by double brackets [[ ]]. It passes 25% of the time
NPC Genes
Certain genes can only be obtained from NPCs. They override the secondary pattern but use the color.
They are codominant with each other, more dominant than recessive genes, and less dominant than dominant genes.
1: Tapir Marks [Ace]
2: Hearts Marks [Sweetheart]
3: Smoke Tabby Pattern [Barius]
4: Ridge Back Fur [Loki]
5: War Mask [Dorcha]
6: Long Ears [Adicus]
7: Dorsal Spots [Dhyma]
8: Ocet Markings [Fang] Toes, ears, eye stripes, chin.