Traits
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Extra Mouths (Crooks) (Oddity)
[Two extra mouths placed anywhere on the body]
- Each instance of the traits adds two additional mouths. This does not include 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 (Crooks) (Oddity)
[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 (Crooks) (Oddity)
[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 (Crooks) (Oddity)
[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 (Crooks) (Oddity)
[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 (Crooks) (Oddity)
[The design has more than one form]
- 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.
- Cannot be applied by Touched Trait Tickets
Exposed Bone (Crooks) (Oddity)
[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
Can be applied by:
Wings (Crooks) (Oddity)
[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
Can be applied by:
Peg Legs (Crooks) (Oddity)
[Limbs do not end in any discernable hand, foot, paw, or hoof]
- The limbs do not end in a hand or foot.
- Can affect all limbs or only certain limbs
- Can be sharp or blunt ends
- This trait differs from hooves as it does not allow for any hoof anatomy or ankle anatomy
Transparent Appendages (Crooks) (Oddity)
[Flesh is transparent and shows bone and optionally organs]
- Affects up to two appendages
- Each of the following is considered an individual appendage: arms, legs, body, head/neck, tail, and wings
- Affects only the flesh
- Bones and organs may be visible through the transparency
Altered Anatomy (Crooks) (Oddity)
[Anatomy is altered beyond average shapes]
- Altered Anatomy includes but is not limited to: Extra joints in a limb, removing/replacing limb anatomy, wyvern-like arms, natural clothing-like protrusions.
Overgrown Mouth (Crooks) (Unseen Affliction)
[Mouth extends down the body beyond the stadard length of the jaw]
- Mouth by default extends down the neck
- Teeth should be present through the entire mouth by default
- Can be combined with Mouth Elsewhere on Body
- If affecting limbs or opposing sides, it can be symmetrical
Hallowed (Crooks) (Oddity)
[The body has grooves or holes naturally present]
- The body has natural holes or grooves
- Areas are simply devoid of anything filling them in
- Hallowed areas can be shaped or have patterns
Common Body (Crooks) (Common)
[This includes all Common Traits for a Crook’s Body. They do NOT need to be listed at all when uploading a design, and are strictly informational. You may use as many as you’d like while designing a MYO]
- Body Type - [Bony, Thin, Athletic, Chubby, Fat, etc are all possible]
- Alternate Forms - [Crooks can canonically shift between a humanoid form, anthro form, sphinx form, centaur form, faun form, etc. These must resemble the official base form of the design, and should not have trait or design changes]
- Human Form - [Crooks can shift into a near-human form. They retain their face patch and eye clusters even in a human form. They must also keep their pointy teeth]
- Horns/Spikes - [Anywhere on body, any amount that does not obscure the Crook. Includes antlers]
- Varying Head Shapes - [Any head shape, however it cannot be humanoid]
- Knuckle Bones - [On the top joint of each hand/foot digit, a horn or bony protrusion is present. This can be shaped in various ways, be pointy, blunt, or flat]
Quills/Whiskers (Uncommon)
[Thin long strands that grow on the body]
- A various amount of long quill or whisker like protrusions from the body
- May have simple shapes on the end, similar to a peacock's crest
- Can be used for flexible dragon-like whiskers
- Cannot be complex in shape or resemble CCCat Crowns
- Not considered a fur type
Can be applied by:
Multi-Colored Knuckles (Uncommon)
[Knuckle bones have multiple colors present]
- Any difference in color across all knuckle bones
- Includes patterned knuckle bones
- Can be any number of colors
- Bones may also be multi-colored
Connected Knuckles (Uncommon)
[Knuckles are connected or merge together]
- Two or more of the knuckle bones are connected on the same hand or foot
- Can create a single connected knuckle as long as it spans all or many fingers. All fingers must have a knucklebone
Split Hands/Feet (Rare)
[Hands and/or feet are divided down the center and appear chameleon-like]
- Must still have a total of 4 fingers/toes
- Must still have knuckle bones
Can be applied by:
Second Jaw (Oddity)
[An inner jaw matching the external jaw is present inside the mouth]
- Crook must still have standard inner humanoid mouth
- Jaw can be oriented sideways or upright
- This is not considered the same as the inner mouth