Thoughts on Mutation

Ok, we’re maybe getting somewhere, the individual mutations could be augmented with information about what penalties they inflict on clothing when the clothing is fit for them. Along with this, altered clothing would need to have a list of the mutations they’ve been fit for attached, so your trenchcoat knows it has an extra-high split for your tail, and cutouts for your wings, and enlarged sleeves so you can put it on over your talons. That’s all abstracted away as accumulative penalties though.

So mutations would by default not have a fit flag, it’s assumed it doesn’t interfere.
If it DOES interfere with some clothing, it has a entry that indicates what body parts conflict, and to what extent. Options include:
total - e.g. antlers, there’s basically nothing you can do to a normal helmet or hat to make it work with antlers, but this is overridden by the mutation friendly tag for clothing.
requires_fit - Can work if tailored, and specifies what penalties tailoring imposes on altered clothing, if any. This might be straight penalties, or percentages, or impose caps, have to put more thought into it.

A note on leaper, we’re planning on having a jumping mechanic anyway, this would just fold into that.