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Elemental traits
Elemental traits are special mutations rarely seen on your average perosomo. They're ethereal blessings, given to exeptional children from starlord themself. Those born out of pure energy, destined for great (or godly) things. Those with elemental traits join their place in the stars after parting from our world, some joining godhood as they go. They spend their eternal starhood as guardians of good and evil, right and wrong, managing under the guide of the elemental patrons and starlord, directing the script of the universe as it goes. During their time, they pass their power onto the youth, continuing the chain and keeping the world in order.

Water
Those born to water have the ability to create and bend water, re-routing rivers and preventing the young from dehydration. They're excellent swimmers, are often quick-footed and catch eel and fish more often than other elements. Water elementals typically have shorter fur, smaller tails and thinner, lankier builds for faster swimming.
Body fins
Fins that grow anywhere on the body, including the
tail or head. Although these fins can be any size, they
cannot be used to fly as they're too heavy. Multiple
fins counts under this trait.
Ear fins
Fins instead of ears. These can still be heard out of and
the owner can direct their hearing by twisting its ears,
meaning they can go swimming to find shiny treasure under
the water.

Air
Those born to air have the ability to twist and re-direct wind and even control clouds at higher levels. They're usually more flexible hunters, being able to leap several feet into the air to catch live birds and bats. Air elementals typically have light or textured fur, stronger/bulkier legs and thin or stubby tails, this helps them to propel themselves upwards with minimal resistance.
Ear wings
Feathery wings that replace the ears. These are fully
flexible wings and can be any size. Those with these ears
can shut their ears off to avoid them being affected by
high altitudes.
Body wings
Body wings can be any shape, size, style or amount. They
can also replace the front legs so long as the hands are
still visible. They can't replace any other limbs. The wings,
so long as they're big enough, can be flown with.

Fire
Those born to fire have the ability to control fire, this includes breathing fire and being able to resist temperatures much higher than their peers. Fire elementals have gained a picky palette, usually only liking their meals smoked or, well... charred. Fire usually have more prominent fur and large, bushy manes. If they have vents, they may slightly smoke from their high internal temperatures.
Firey tail tip
The tip is now made of (or eternally set on) fire. This
elemental tipped tail can become a more aggressive or
duller flame with changing emotions. This only affects
the final tail stripe, none of the others.
Ring of fire
A ring of flames that surrounds the body, usually around
the head or neck. This can be summoned at will or
permanently be there. It usually consists of 6-8 flames but
can be as little as 2.

Nature
Those born to nature have the ability to grow plants and food from the flick of a paw. Nature elementals usually favour eating their own magical and exotic home-grown fruit. Nature elementals don't have any common mutations apart from curly fur.
Plant growth (fungi)
A fungus that grows from the body. These plants are
part of the somo and hurt to remove, and may even
bleed upon being removed. They often wilt and
re-grow each year.
Plant growth (leaf/vine)
Basically the same as fungi growth but can be any
plant/leaf/vine/flower etc. Can include any plant or
plants (including succulents) so long as they're not
considered fungi (mushrooms, mold, lichen, etc.).

Metal
Those born to metal are usually tough and bulky, with exceptional strength and power. They have the ability to find ores with ease and can dig through the earth and inhuman rates, even being able to magically create metal structures at higher levels. Although they make poor hunters, their often bulky and thin-furred build makes them excellent diggers.
Cyborg
Mechanical parts of the perosomo that cannot be removed
without serious damage and/or harm. Removable mech
appendages are a NR trait. This can be made out of metal,
glass, plastic or other similar mechanized materials.
Sphynx
A natural mutation causes a somo to have no hair. This
doesn't affect any hair on the top of the head or any fur
on the tail (unless it's the 'tufted' tail type). Somo with this
mutation can't carry stuff in their fur.

Electricity
Those born to electricity have the ability to control thunder and lighting. Electrical elementals can shake fruit from the trees and rumble the ground to attract worms and other bugs to the surface. Electric types are usually stocky and have thick fur that covers a good percentage of the body.
Outlet tail
The outlet tail is similar to the tufted tail type but has
pure electrical power running through it. When using
their power, the 'plugs' on the end will spark between
them.
Antenna
Antenna that grows anywhere on the body. They usually
grow on the head but can grow anywhere on the body.
The antenna can sense thunder, vibrations, weather
patterns and other small sounds.

Dark
Those born to dark magic are said to have knowledge of the underworld and the magic it produces. They're experts at trickery and manipulation, and although they use their power for good, people still get weary of their presence. Dark elements are often shaggy in appearance, often dawning thin overgrown fur and multiple horns.
Melty eyes
Melty eyes are eyes that are constantly crying or appear
to be 'dripping'. They can also affect extra eyes. This
effect can go with any pupil/eye type but usually goes
with blank eyes.
Extended mouth
An extended mouth can appear in a few different ways.
The normal mouth can extend 'joker'-style, or can appear
normal and open further than averagely possible. This mouth
can't go further than the middle of the throat.

Death
Those born to death are the necromancers of the perosomo world. They can talk to spirits and have a greater appreciation of the dead. Death elementals have no signature traits, but are often more timid and respectful in personality.
Added leg joints
Instead of having 4 leg joints (shoulder, elbow, wrist, toe),
death elementals can sometimes mutate multiple joints
in their legs. This often causes their legs to be longer.
Legs with more joints can run much faster.
Fewer joints
Perosomo with this trait lack a kneecap and often have
stumpy legs. They may have difficulty walking but usually
don't have problems until later in life, at which point they
may get a cybernetic replacement.

Life
Those born to life understand the souls around them to a higher extent and work with death to keep the rotation of life and death in order. Their appreciation for life usually makes their diet more plant-based, as they don't believe in killing prey for personal gain. Life elementals are usually short-haired and neat, with even builds and symmetrical faces.
Halo
A ring of light or energy that surrounds a somo. This
usually surrounds the head but can be around any part
of the body. Halos can be any shape or any amount, and
don't have to be a complete loop.
Living tail
A tail that has sentience and a separate conscious mind.
They usually just have a mouth and/or eyes but may also
develop small hands or ears. They can affect the shape of
the end of the tail, but the tail must still be tufted.

Light
Those born to light have an understanding of ethereal magic and spirituality. They're known for their wisdom and charismatic nature. They typically have longer, softer hair and builds that are typically chubbier. Their appearance is meant to be comforting and friendly.
Longer Body
A body that is longer than the normal body. The body is
usually more flexible and can be any length (within reason).
This also affects the length of the neck and usually pairs
with a longer tail and a taller body.
Extra eyes
Extra eyes can be anywhere on the body. They can be
any size and any amount.
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Love
Those born to love have the ability to control and inspire positive emotions and love in their community. Love elements have a large variety of a diet and can enjoy whatever they're eating so long as they're eating with friends. Love types are very soft, inside and out.
Multiple arms/legs
Multiple arms/legs. Extra legs can be either paws or
hands and can grow anywhere on the body. Split limbs
count under this trait. This trait does not affect extra
heads or tails, as they are extra traits.
Multiple heads
Multiple heads. Split heads go under this trait. Just an
extra mouth does not go under this trait, but an extra
muzzle does. These heads can only be attached to the
head/neck area.

War
Those born to war have the ability to emotionally control negativity and are extremely convincing folk. War elementals are lone wolves, are typically very aloof and quiet types. Despite this, they typically have very strong and bold personalities.
Body-long horns
Horns that are extremely large that may typically be
difficult to have regularly. These can be bent backwards
or sideways and can be longer than the body if wanted.
It can be combined with the antler trait to make antlers.
Extra mouths
Multiple mouths on the body or head. This does not
include extra muzzles, just the mouth itself. This trait
can be combined with an extended mouth to make a
4-way mouth or 'tulip'-shaped mouth.

Ground
Those born to ground have the ability to dig for hours without getting tired. They can sense movements under the ground and even control rock at higher levels. Ground usually work with metal to collect supplies and materials for the group.
Crystal growth
Crystals, or crystal-like glass, growing from the body.
These can grow anywhere and can replace or entirely
cover limbs, so long as about 40% of the somo is still
biological.
Whip tail
A long, thin hairless/thinly furred tail that is more
prehensile than a normal tail. Can be used to carry
lanterns or tools to help with cave exploring. Whip tails
must still be striped.