Traits
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Required (CCCats) (Required)
Species: CCCats
Required CCCat Traits
All Traits must fall into COMMON range if not using other traits
Fur
- Pattern - [The CCCat 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]
Ears
- 2 Ears Minimum - [Loss due to injury is not traited but must still show evidence an ear was once present]
Eye
- 1 Eye Orb Minimum - [A solid eye that contains the CCCat’s essence. This eye is glossy and hard. By default, eyes must be within a color range that implies a living CCCat. Standard Eye cannot dip below 43% Saturation and Value on an HSV/B. Darker/duller colors imply that the CCCat died or was close to death]
Teeth
- 1 Row of Teeth
- 1 Mouth - [Located in standard positioning on the face]
Tongue
- 1 Tongue - [The tongue of a CCCat is its "Wormling", one of the main connections between a CCCat and its host. By default, tongues must be within a color range that implies a living CCCat. Standard Tongue cannot dip below 43% Saturation and Value on an HSV/B. Darker/duller colors imply that the CCCat died or was close to death]
Crowns
- 1 Crownspike Minimum - [A CCCat's crowns are most commonly situated on its head, and are semi-hard stems that help bind the wormling to the host, as well as connect it to the CCCat hivemind]
Tail
- Tail - [There are no tail requirements, but please refer to Common Tail Traits for information on what is possible for a CCCat'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
- 3 Fingers and 1 Thumb - [Counts for front and back feet, though feet have slightly different anatomy than CCCat hands.]
Required (Crooks) (Required)
Species: Crooks
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]
Required (Nautipods) (Required)
Species: Nautipods
Required Nautipod Traits
Shell
- A Shell
Eyes
- 2 Eyes Minimum - [Eyes blinded due to injury are not traited, but must still show evidence an eye was once present]
Helm
- Small Eye Marking - [Eye marking on helm. Does not have to exactly be an eye shape in nature, but has to have a similar placement]
- Tooth Spike - [At least one small spike on each side of the upper helm resembling a tooth]
- Lower and Upper helm
Tentacles
- 2 Tentacles Minimum - [Injury does not count as a trait, but it must still be visible that a tentacle was once there]
Body
- Soft Body - [Soft, fleshy areas, usually the facial area in pod form and have a general fleshy placement in humanoid form]
Humanoid Body
- 4 Fingers, 1 Thumb - [Nautipod hands should have five digits total, four fingers and one thumb. They can be clawed or blunt like standard human hands. There is no minimum amount for toes, but they can have up to 5]
- Nautipod Humanoid Form - [A humanoid form based on the existing traits and appearance of the Nautipod's pod form]
- Mimicking Traits - [The traits of the Shell, Eye, Helm, Tentacles, and Body carry over and are mimicked somehow on the human form]
- Hand and Foot Armor - [Hands and feet are segmented in an armored way]
- Joint Patches - [Required on wrists, ankle, and front upper neck. Optional on arms, legs, and other jointed areas, and can be shaped]
- Limbs - [Two arms and two legs. Limbs lost due to injury are not traited, but must still show evidence that the limb was once present]
Required (Gravents) (Required)
Species: Gravents
Required Gravent Traits
Fur
- There are no fur requirements
Ears
- 2 Ears Minimum - [Loss due to injury is not traited, but must still show evidence an ear was once present]
- Holed Ears - [Ear must have some form of hole within the ear shape]
Eyes
- 2 Eyes - [Eyes blinded due to injury are not traited, but must still show evidence an eye was once present]
- Eye Patch - [A small patch bordering the eye that is distinct from the rest of the fur. Can be glowing, opalescent, or metallic without extra traits]
Teeth
- Dunkle Teeth - [Teeth are connected entirely in the interior of the mouth]
Tongue
- 1 Tongue Minimum
True Wings
- One Set of True Wings - [True wings protect their body from expelling too much magic by covering their vents]
- Hooks on True Wings - [True wings require a set of hooks or claws that hook onto the vents]
Vent Wings
- 1 Set of Vent Wings - [A set of wings that can be manifested when the body’s vents are uncovered. These allow for magical flight]
Tail
- Flat Tail
- 1 Hole Minimum in tail
- 1 Tail
Body
- 4 Limbs - [2 arms and 2 legs. Any lost due to injury is not traited]
- Bird-Like Feet - [Gravents can have between two and four toes so long as they are bird-like in nature. These can be placed in different arrangements. Must have claws]
- Socket Vents - [2 required, one on each side of the chest in collar bone area. Generally the size of a palm, and can have simple shapes like squares, circles, and triangles]
- Side Vents - [2 Required, one on each side of the rib cage where the vent wings emerge. Ribs can be partially visible through the magical barrier]
- Nostril
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