TraitsBasic traitsStrength [1.5]: Is strong
Intelligence [1.5]: Is smart
Wisdom [1.5]: Is sensible
Endurance [1.5]: Is able to withstand physical stimuli
Dexterity [1.5]: Is quick
Charisma [1.5]: Is likable
Size [1.5]: Is big
Specific [One of above traits] [Speciality] [1.3]: Has good <trait> when dealing with this situation. E.g, 'Specific Dexterity: Ocean'.
Basic Trait Changer: [Trait]-1: Is poorer with the specific attribute. Reduces particular trait cost by x2, for total of x0.75. Incompatible with normal version of trait.
Each of the above traits can be upgraded by adding a +1/2/3 to the end, doubling the cost per tier.
Artifact traitsPersonality *2 - This artifact has a personality of its own, and means to influence people to its bidding. How it influences them and in what quantities is dependent of the personality.
Civilization traitsCraftsmanship [1.5]: Will consistently produce higher quality crafted works than other races
Environment traitsAmphibious: Can breathe on land and underwater 1.75
Aquatic: Can breathe underwater but not on land 1.0Environmental Specialization: A creature created to live in a certain environment will obtain all traits necessary for doing so for free, but take a significant penalty outside of such environs. This proposal would subsume the existing Aquatic trait, and any other specific environmental traits. Examples: an underwater species would gain the abilities to breathe water and swim freely, but would be severely hampered and unable to breathe on land.
Extremophile [1.3]: Better adapted to living in severe environmental conditions
Flight: 1.5x: Will let the creature fly
[Inorganic Material]: Living." Creatures with this trait are made of the specified material and receive all of the advantages and disadvantages of that material. In order to survive, they still must eat (the material they are made of) and they slowly use it up. This does not make them ageless, or immortal. It costs X 1.6E.
Night Vision: 1.2x: Allows a creature to see in the dark as well as one could see in the day
Subterranean: 1.3x: Allows a creature/person to adjust to life underground easily. It involves better eyesight in low light levels and better endurance and strength to labor underground and carve out a home.
Magic traitsRune Magic [1.2]: Has an innate ability to enchant items with runes
Nonmagical: 0.75x
Magic Ability: 1.5x: The ability of a creature or race to harness any and all schools of magic. Scales *2 per rank.
Affinity [Magic Type/School][x1.3]: The ability of a creature or race to harness one particular school or type of magic. Scales 2* per rank.
Innate Magic[x1.7]: The creature or race is naturally magical, and may use certain abilities instinctively. Scales 2* per rank for more powerful abilities. ((If someone challenges whether something falls under a given rank(for example, the phoenix ability to be literally on fire or made of fire all of the time would be Innate Magic+2, I think, and fire breath would be Innate Magic+1), it goes to a simple vote like anything else; I plead you, do not challenge unless you really think it's necessary. Like, don't do it just to get a game advantage or try and keep someone weak as it just makes more work for KJP, while this trait otherwise makes far less for him while allowing a multitude of creations))` (Only for public creations)
Vanity traitsAncestral Memory. (Applies only to non-violent skills and non-magic) Comes in four (technically five) levels:
-1: Creature has little to no information passed down from ancestors, and lacks everything but the most basic natural instinct. 0.8x cost.
(0: Creature has basic survival instincts passed down from ancestors, but no advanced knowledge. This is the baseline on which most creatures operate and has only been included for the sake of completeness; it's assumed everything possesses this.)
+1: Creature learns skills possessed by ancestors quickly, but not detailed information, which allows development of generally more skillful individuals (due to having effectively more practice with skills) over time. Example: A family of smiths will naturally produce children that are good smiths, even if separated at birth. 1.2x
+2: Creature retains the skill levels of previous generations, but not information. 1.5x
+3: Creature retains skills and information known by previous generations (though things can still be forgotten if not used.) 2.5x
+4: Creature retains violent skills as well, same conditions as +3. 4x
Animate Artifact [x8]: Creature is an animate magic object, and thus capable of thought, movement, and is made of tough materials.
Attack Boost(5): Boosts the attacking/damage ability of artifacts. Scales *2. [
ADDED]
Defence Boost(5): Boosts the defense/Endurance ability of artifacts. Scales *2. [
ADDED]
Immortality: 3.0
Martial Arts +1: 1.5x: Good at martial arts. Can hold their own in hand to hand combat.
Martial Arts +2: 3.0x: Great at martial arts. Have a fighting chance against someone with a weapon
Martial Arts +3: 6.0x: Master at martial arts. Able to easily beat down an opponent with a weapon.
Not Alive [5]: A trait that signifies no need for sustenance and a form of immortality that can be maintained through repairs.
Unusual Form[x1.7]: Much like Innate Magic, but for more mundane, physical properties that are unique to the creation, such as a multitude of limbs, or an intense venom. If the uniqueness of the creation's anatomy or physical makeup is not covered by a previously existing trait, such as Innate Magic, Size, or Living Artifact, as examples, then it should be able to be covered by Unusual Form. The more powerful the properties, or the more unlikely the creation is to be able to exist without magical means, the higher ranked the trait must be. Whether it is an acceptable rank for th listed abilities is decided in much the same way as Innate Magic, and like Innate Magic, creations with this trait may not be made in secret. Scales 2* per rank.
Vamperic x4: Creature survives off of blood and slowly grows more powerful from it.
Innate Magic libraryInnate Magic (1.7x)
Innate Magic+1 (3.4x)
Innate Magic+2 (6.8x)
Innate Magic+3 (13.6x)