Traits
Extra Body Parts (Luxury)
Gives your Greedwyrm more (or less) than the normal amount of body parts, such as two heads, 8 legs, extra pairs of wings, etc.
Can also be used to have less than normal body parts such as being limbless, headless, having only one eye in the middle of their forehead.
(This trait is not needed injuries or disabilities, your Wyrm may have that overlap with this trait, those are traitless but must be obvious its an injury)
Stitches (Luxury)
Gives your Greedwyrm any kind of stitches and or frankenstein appearance.
Can be used to give the appearance of a plush body if used with 'material body' trait.
Material body (Regal)
Gives your Greedwyrm the 'material body' trait which allows your Wyrm to be made of solid, non-degradable materials, such as stone, glass and metal.
Can be used on the whole body or just parts.
Can be used with the 'plant growth' trait to give a wood/plant body.
Does not allow your Wyrm to be made of food or elements (fire, water, goop) or raw flesh/muscle/meat.
Wyrms can be made out of food with the 'food parts' trait or elements with the 'elemental' trait. Wyrms can have exposed muscle with the 'zombified' trait.
Plant growth (Luxury)
Gives your Greedwyrm plant growth (non-marine) anywhere on their body.
Can grow over the hoard if it has a non hoard origin (e.g vines that start on their head that wrap around the hoard) but does not allow for the hoard itself to be plants, you must have the 'living hoard' trait.
Can be combined with the 'marine' trait for seaweed, coral (we are aware coral is a living organism but for trait purposes it's grouped in with plants)
Can be combined with 'material body' trait to make actual parts of the greedwyrm plants/wood
Extreme proportions (Regal)
Gives your Greedwyrm extreme proportions of any kind, such as, but not limited to, elongated limbs, large claws, small permanent chibi-like body, and more.
Can be combined with other traits, such as 'horns' and 'ears'.
You do not need this trait to make a small or extra large Greedwyrm, this trait is for proportions only e.g small leg to body ratio, extra long tail, giant paws.
Please refer to the proportions guide on the species info page to see whether or not you need this trait!
Alternate form (Regal)
Gives your Greedwyrm the ability to switch between their current Wyrm self and a version of their former humanoid/anthropomorphic(furry)/bipedal self from before they were transformed into a Greedwyrm.
They will however, retain the traits and features of their Wyrm form.
Also allows for AU's and other Closed/Open Species versions of the Wyrm, including giving an existing oc a Greedwyrm AU/form.
Living Hoard (Regal)
Allows your Greedwyrm's hoard to be made out of/contain living things such as plants and animals such as an aquarium, a garden , kennels with dogs etc
Floating Parts (Regal)
Allows your Greedwyrm to have floating bodyparts and hoard items.
Does not add floating/falling objects/particles around the wyrm, must have 'confetti' trait for this.
Skeletal (Regal)
Allows your Greedwyrm (or parts) to be skeletal or have visible bones on TOP of the anatomy (e.g a spine running along its back).
This does not make your Wyrm's flesh transparent! Wyrm's skin can be translucent with the 'translucency' trait
Marine (Regal)
Gives your Greedwyrm marine traits such as tentacles, fins, gills, and a fish tail.
Fins and gills must not be mistaken for the ear trait, unless combined with the 'ears' trait.
Tentacles or fins may replace the Greedwyrm's legs if combined with the 'non paw feet' trait and you may have more than 4 tentacles or fin for legs if combined with the 'extra body parts' trait.
Can be combined with 'plant growth' trait for coral and seaweed growth.
Aura (Mandatory)
All Eletherials have an 'aura' (or 'halo' ) which is usually a decorative, floating ring containing something related to the object, place, concept or person theyre protecting (such as a heart for eletherials that protect love).
So long as they have at least one, an eletherial can have any amount of these auras.
Helmet (Mandatory)
All eletherials have a metallic/mineral/crystal helmet on their head.
These helmets can be any shape or size and cannot be removed.
They can look like an actual piece or armour, or more like metal growing from them.
Must cover at least 1/3rd of the Eletherials head.
Exposed Spine (Mandatory)
An eletherials spine runs down their back and connects to its tail and although more commonly look like vertebrae or spikes, the spine can in fact have any shape.
Must span from at least the shoulder blades to the tailbone but can go higher up the neck to the skull.
Must be made of metal/crystal.
Tail (Mandatory)
All eletherials have a tail that carries on from their spine in the same material, shape and colour.
Can be any length but must be visible on the ref and can either be a spine on its own or a spine on top of a regular tail.
Pointed legs (Mandatory)
All Eletherials have pointed/tapered legs rather than flat footed humanoid/animal feet.
They must be made of metal/crystal and at least mid-calf height.
Many eletherials have very ornate and detailed legs and sometimes they may not be symmetrical.
Large claws (Mandatory)
All eletherials in humanoid form have large claws/paws.
Can be any size so long as its noticeably larger than a regular hand/paw.