Traits

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Second Set of Colors

Second Set of Colors (Crooks) (Oddity)

Category: Fur/Coat
Species: Crooks

[Coat that can completely change all of its colors -- NOT markings]

  • All markings and colors can change. Includes claws, tendrils, mouth, teeth, knuckles, and tongue
  • Creates one alternate palette
  • Does not change marking shapes
  • Does not affect eyes or cluster eyes

Shifting Markings

Shifting Markings (Crooks) (Oddity)

Category: Fur/Coat
Species: Crooks

[Coat that can change its markings/patterns -- NOT colors]

  • Coat changes marking shape. Examples are a blinking eye, swirls that spin, flickering flames, etc
  • Must remain visually and aesthetically similar
  • Transition can be at will, triggered by emotions, or constant. Transition can be smooth frames or a fade from one to another
  • Does not change colors
  • Markings should not move from their general location

Rainbow Shift

Rainbow Shift (Crooks) (Oddity)

Category: Fur/Coat
Species: Crooks

[One marking/color can shift through any color of the rainbow]

  • One marking type can shift between any color of the rainbow, and be any hue, value, or saturation
  • Markings shift to the same color together
  • Affects one marking that is the same color
  • Cannot make markings dissapear
  • Does not effect eyes or tendrils

Pattern-Shifting Eye (6-10)

Pattern-Shifting Eye (6-10) (Crooks) (Oddity)

Category: Eyes
Species: Crooks

[The pattern of the eye shifts. Patterns should have a similar base to avoid appearing as a completely different eye. This creates up to ten patterns total. This trait does not require the use of the Patterned Eye Trait, as it is included within this trait automatically]

Cursed Eye

Cursed Eye (Crooks) (Oddity)

Category: Eyes
Species: Crooks

[An eye that inflicts a curse or pain on others or the owner]

  • Eye inflicts a curse or pain upon others or the eye's owner. Examples are eyes that cause physical or emotional pain or unease, charms, or mind-altering effects
  • Examples should be visual in some way. Examples are spikes or protrusions, light anomalies or projections, texture, or particle effects
  • Cannot change the overall shape of the eye, and the eye base must remain round
Cracked Eye

Cracked Eye (Crooks) (Oddity)

Category: Eyes
Species: Crooks

[An eye that is cracked, allowing essence to escape. For Crooks this is depicted as a vapor escaping the eye]

Elemental Eye

Elemental Eye (Crooks) (Oddity)

Category: Eyes
Species: Crooks

[An eye with features or made up of elemental/magic substances]

  • Elements that can affect the eye: Water, Air, Fire, Earth, Ice, Ether, Smoke, Steam, Storm, Magma, Sludge, Electricity, Nature, Light, Space, Blood
  • Should follow standard base eyeball shape, but can have trails of the element coming from the eye
  •  
Essence-Leaking Eyes

Essence-Leaking Eyes (Oddity)

Category: Eyes
Species: Crooks

[Eyes that leak essence, the lifeblood of the Wormling eyes -- Essence is unique in that it will appear misty or smoke-like with Crooks]

Hand Tongue

Hand Tongue (Crooks) (Oddity)

Category: Tongue
Species: Crooks

[The tongue ends in a prehensile hand]

  • Tongue ends in a prehensile hand
  • Must match general size and anatomy of a CCCat hand
  • Does not need to follow living color rules
  •  
Multiple Tails (10-20)

Multiple Tails (10-20) (Crooks) (Oddity)

Category: Tails
Species: Crooks

[Multiple tails located in standard tail placement]

  • Can be any number of tails between 11 or 20
  • Must be placed in standard tail location
  • Tails do not need to be the same
  • Tails may be affected by all tail traits, and require only one trait to cover all tails
  •  
Floating Body Piece (16-20)

Floating Body Piece (16-20) (Crooks) (Oddity)

Category: Body
Species: Crooks

[Small, shaped object floating separately from the body]

  • Must be an extension from an existing part, such as an ear, horn, tail tip, fur, etc.
  • Must match a color that appears on the body, but may have patterning and be affected by marking traits
  • May be shaped as long as they appear to be a continuation of a body part
  • May be symmetrical or asymmetrical
  • Cannot resemble objects
  • Cannot be shapes that float around the body purely independantly

Extra Mouths

Extra Mouths (Crooks) (Oddity)

Category: Body
Species: Crooks

[Two extra mouths placed anywhere on the body]

  • Each instance of the traits adds two additional mouths. This does not unclude the default mouth
  • Extra mouths can be placed anywhere on the body, but by default one must be in the standard spot on the face unless combined with Mouth Elsewhere on Body
  • Can be placed on the tail to simulate a living tail, but the tail is not considered another entity and should not have anatomy resembling a head/existing creature
  • Each mouth can have a tongue, but once the tongues differ from one another it is considered multiple tongues
  • Teeth traits may apply to all mouths
  • Mouth cannot cover an entire limb without Overgrown Mouth

Mouth Elsewhere On Body

Mouth Elsewhere On Body (Crooks) (Oddity)

Category: Body
Species: Crooks

[Mouth is located elsewhere than its standard location and orientation on the face]

  • Includes placing the mouth elsewhere on the head, as well as repositioning the mouth
  • Can be placed anywhere on the body
  • Must have external teeth
  • Can be placed on the tail to simulate a living tail, but the tail is not considered another entity and should not have anatomy resembling a head/existing creature
  • Can be combined with Extra Mouths to place all mouths elsewhere on the body
  • Mouth cannot cover an entire limb without Overgrown Mouth

Extra Limbs

Extra Limbs (Crooks) (Oddity)

Category: Body
Species: Crooks

[The Crook gains additional limbs above the standard number of limbs]

  • Each instance of the traits adds two additional pairs of limbs (4 total additional limbs). This does not include the default pair of legs and arms.
  • Design can have six arms and two legs, or two arms and six legs, or another combination of the two
  • Limbs may be placed asymetrically
  • Limbs must match standard Crook anatomy unless combined with other traits
  •  

Extra Head

Extra Head (Crooks) (Oddity)

Category: Body
Species: Crooks

[An extra head placed somewhere on the body]

  • Extra head can be placed in standard head positioning or elsewhere such as the tail
  • Heads may share the same head traits. These traits do not have to present exactly the same, nor are heads required to share traits. [Example: Both heads can have Multiple Ears (3-4) with one instance of the trait]
  • Heads should resemble the default species head, and cannot be another species
  •  
Inanimate Host

Inanimate Host (Crooks) (Oddity)

Category: Body
Species: Crooks

[Crook takes a host that is inanimate or an object, and the body's anatomy is influenced by this. This trait is displayed as part or all of the host being replaced with the specific object as part of its body]

  • Part of or all of the body is replaced by an inanimate object or substance
  • Examples are robotic bodies, plush bodies, armor bodies, glass bodies, certain foods, etc
  • Common occurences and depictions are seen when the entire tail is replaced by an object
  • This trait cannot create depictions that would be done with Defects unless the entire body is effected. Defects such as Earth defect, which can replace limbs with crystal/stone, or Metal Defect that replaces the limbs entirely with metal

Multiple Forms

Multiple Forms (Crooks) (Oddity)

Category: Body
Species: Crooks

[The design has more than one form]

  •  Cannot be applied by Touched Trait Tickets
  • Creates an all common form with each application
  • Traits can be added like normal to each new form, or when adding a new form, you may swap traits from the base form. They must then be removed from that form for use on the new one.
  • Species must be the same
  • Each additional form requires one additional application of the trait.
  •  
Exposed Bone

Exposed Bone (Crooks) (Oddity)

Category: Body
Species: Crooks

[Due to injury, bone remains exposed]

  • Can occur due to permanent injury or natural formation
  • Can affect one or multiple parts of the body
  • Skeleton should be a Crook skeleton, and not resemble another creature.
  • Marking effects can affect bones, and bones may have markings
  • Muscle, organs, or blood cannot be exposed
  • Cannot turn the entire body into a skeleton
  • If applied to a design via the Sinister Skeleton item, this trait cannot be swapped to any other trait.

Wings

Wings (Crooks) (Oddity)

Category: Body
Species: Crooks

[Body has sets of wings]

  • Wings can be feathered, bat wings, or a mix of the two.
  • Wings may be anywhere on the body and be any size. Can be overgrown with the addition of the Overgrown trait
  • Wings may be hidden. Certain traits such as tendrils that are located on wings are automatically moved to the back when wings are hidden.
  • Wings grant levitation magic to allow for flight regardless of size
  • Arthropod Host may change wings to bug-like and allow for translucency
  • Aquatic Host allows for fin-like wings
  • Begins with 2 pairs or wings [4 total]. Each new application of this trait allows 2 new pairs [4 wings]
  • Webbing or Feathers cannot be placed elsewhere on the body without their respective traits

 

31 results found.