Traits
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Glowing Tendrils (Rare)
[Part of or all of the tendril is glowing]
- May effect all tendrils and tendril colors, part of the tendril, the full tendril, or only specific colors and markings
- Glow must share hue with the base color of the markings
- Can be turned off and on by choice, mood, etc
Particle Tendrils (Uncommon)
[Non-elemental and glitter-like effects fall or hover around the tendril]
- Can be shaped
- Should remain focused around the tendril and not float too far away
- Particles can spawn and dissipate with time or float in a cloud around the crowns
- Can be affected by marking types. With Sparkling Markings the particles themselves may be sparkles
- Effects cannot be elemental
- Cannot be turned off
10-24 Tendrils (Rare)
[Up to 24 Tendrils]
- Tendrils can differ or be similar
- Counts as total number for all tendrils across the body
Tendrils on Face/Cheeks (Rare)
[Tendrils located on the face]
- Can be located on the face patch
- Can be located additonally on the forehead, and in standard tendril placement
Tendrils on Lower Body (Myth)
[Tendrils are located somewhere other than the head/neck]
- Tendrils are located anywhere below where the neck meets the shoulders
- Can be placed on the ears, Horns/Spikes, wings, limbs, etc
- Tendrils can be asymmetric, placed in multiple spots, or dispersed across the body
- If Tendrils are located on the wings, when the wings are hidden, the tendrils are automatically placed on the closest part of the back
- This trait also allows for Tendrils to be placed on the face, forehead, and standard head/neck placements without the need for additional traits
Linked Tendrils (Myth)
[Tendrils are linked together]
- Tendrils attach somewhere other than the tendril tip
- May be used to create webbing between tendrils
- Cannot create looped tendrils with no clear end
Floating Tendril Piece (Rare)
[Pieces of the tendrils float]
- Tendril base must be connected to the head
- Must float in a clear tendril shape or as an extended piece of the tendril
- Tendrils may appear to be split up, have floating shaped ends, etc.
Transparent Tendrils (Oddity)
[Tendrils have some blurry transparency]
- Can affect part of or all of the tendril. May also effect all tendrils or only certain tendrils
- Tendril can have markings or be patternless
Elemental Tendrils (Oddity)
[A tendril with features that are elemental or is made entirely of elemental substances]
- Elements that can affect the tendril: Water, Air, Fire, Earth, Ice, Ether, Smoke, Steam, Storm, Magma, Sludge, Electricity, Nature, Light, Space, Blood
- Should follow standard base tendril shape, but can have trails of the element coming from the tendril
Hand Tendrils (Unseen Affliction)
[Tendril ends in a prehensile hand]
- Must match general size and anatomy of a Crook hand
- Knucklebones are optional
Floating Tendrils (Oddity)
[Tendrils that are disconnected from the body]
- Tendrils must float in standard locations unless using traits like Tendrils On Lower Body
Living Tendrils (Unseen Affliction)
[Tendrils end with a mouth or the head of another creature]
- Tongue resembles a creature such as a snake, eel, centipede, etc
- Tongue ends in a mouth
- Can effect all tendrils or only specific tendrils
No Tendrils (Lore Breaking)
[Crook is entirely missing tendrils]
- At least two tendrils are required
- Tendrils can be hidden but require a reference
Oddity (Oddity)
[Can be used to add 1 Oddity trait to a Crook]
- This can only be used on the design or MYO slot it is attached to, and cannot be transferred to another design
- You may receive this trait as compensation if a design has a trait that is downgraded in rarity
- Please submit a Design Approval to use these traits. All traits added must be depicted in the masterlist image
- Designs using touched tickets or slots may be subject to more changes than average when approving designs due to the multitude of the traits available
Required (Crooks) (Required)
Required CROOK Traits
All Traits must fall into COMMON range if not using other traits
Fur
- Pattern - [The Crook must have one pattern, which generally consists of a repetitive pattern, such as dots, stripes, etc. Patterns can be anything as long as they adhere to onsite content guidelines. Markings may not contain words that mimic any real life language, but Caster Speak may be used. Gradients and color blocks on fur cutoffs do not count for patterns]
- Muzzle/Face Patch - [A patch of differing fur length from the main body or face around it. Usually shortened fur, smooth skin, or thin and short scale/feather texture if the crook has such growth. Must be clearly separate in texture. External teeth must be placed only within this face patch, and it cannot extend or encompass the entire mouth]
Ears
- 2 Ears Minimum - [Loss due to injury is not traited but must still show evidence an ear was once present]
Eye
- 2 True Eyes - [Always located on head in standard eye placement, must have at least three seperate colors to be considered common]
- Cluster Eyes - [Cluster eyes are sets of at least 3 eyes that are located somewhere on the body. These can surround the true eyes or be located in symmetrical areas. They do not need to match true eyes, and can differ to some degree without the need for the Heterochromia trait]
Teeth
- Visible External Front Teeth - [Teeth located externally on the muzzle/face patch. They do not have to be clearly defined or differentiated from the face patch, but must be pointed]
- Human Toothed Interior - [A smaller set of humanoid teeth hidden within the mouth. This mouth may have its own seperate, simple tongue]
- 1 Row of Teeth - [May have an internal row of teeth in addition to the external row]
- 1 Mouth - [Located in standard positioning on the face]
Tongue
- 1 Tongue Minimum - [Tongue is not a wormling]
Tendrils
- 2 Tendrils Minimum - [Tendrils can be retracted and summoned at will, but their placement and design must be shown somewhere on the masterlist art]
Tail
- Tail - [There are no tail requirements, but please refer to Common Tail Traits for information on what is possible for a Crook's tail]
Body
- 4 Limbs - [Any lost due to injury are not traited. Prosthetics should not appear fused with the body, but can be used on limbs as desired]
- 1 Head Minimum - [Head includes ears, mouth, nostril and eyes]
- 3 Fingers and 1 Thumb - [Counts for front and back feet, though feet have slightly different anatomy than CCCat hands.]
- Knuckle Bones - [Small, bone like protrusions that serve as weapon pieces on the hands and feet. Can be any shape]
- Nostril - [Always located within the face patch]
- Enlarged Forearms - [Crooks gain large forearms as part of their defensive capabilities]
Crook Sizes (Myth) (Myth)
Available to Crooks that possess a myth trait or higher. Does not count as an extra trait.
- Chibi Size - [Min 5’0”]
- Monster Size - [Max 10’0”]
Crook Sizes (Oddity) (Oddity)
Available to Crooks that possess a touched trait or higher. Does not count as an extra trait.
- Extra Tiny - [The Crook is smaller than Chibi. It cannot be so miniscule that it is invisible. Min 4’0”]
- Extremely Large - [The Crook is larger than Monster size. It cannot be impossibly large. Max 12’0”]