Traits
Aquatic Scales (✦ Special)
Applicable to Aquatic amalgams only. Can be based on any aquatic animal scales/plating, e.g., fish, crocodile, etc. Can be placed anywhere.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Phalangeal Jaw (✦ Special)
Applicable to Aquatic amalgams only.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Aquatic Tail (✦ Special)
Applicable to Aquatic amalgams only. Can be based on any aquatic animal, e.g., shark, fish, crocodile, etc. Follows standard size limits.
Trait Effects
This trait can be affected by overgrowth. Overgrown aquatic tails can surpass the standard size limits to any degree. There is no mega mutated variation.
Oversized (✦ Special)
Applicable to Aquatic, Avian, Disfigured/Deformed, and Miscellaneous amalgams only. Allows the amalgam to surpass the 9 ft height limit, up to 12 ft.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Harpy Wings (✦ Special)
[ID TRAIT] Applicable to Avian amalgams only. Extended arm wings that are capable of flight.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Feathers (✦ Special)
Applicable to Avian amalgams only. Places feathers across patches or the entirety of the body.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Beaked (✦ Special)
Applicable to Avian amalgams only. Alters the standard head anatomy to give off a beak-like appearance; it is NOT a real beak.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
360 Neck Turning (✦ Special)
Applicable to Avian amalgams only. Allows the amalgam's head to turn 360°.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Conjoined (✦ Special)
[ID TRAIT] Applicable to Disfigured/Deformed amalgams only. Conjoined limbs must meet at the middle (i.e., at the elbow or knee) and a conjoined torso typically requires use of the multiple heads amalgamation.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Sickly (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam a sickly, "skin and bone" appearance with little to no body fat, down to an impossible or seemingly lethal level.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Very Long Limbs (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam limbs that surpass a proportionate length. No length limit, but most appear structured, i.e., no rubber limbs.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Multiple Heads (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam up to two extra heads. Can optionally be connected to each other. They must still be attached to a neck, not elsewhere on the body.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Additional Limbs (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam extra limbs that can sprout from anywhere on the body. They can be functional or not, but must appear structured (i.e., no rubber limbs).
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Skeletal Aberration (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam a noticeably distored spine and/or altered bone structure elsewhere that results in an anomalous appearance.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Growth (✦ Special)
[ID TRAIT] Applicable to Elemental amalgams only. Growths must be small nodules that grow on the body. Growth size cannot surpass 1/4th the length of the body. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Limbs (✦ Special)
Applicable to Elemental amalgams only. Replaces the limb(s) with the element of choice. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Sparks (✦ Special)
Applicable to Elemental amalgams only. Sparks are nodules no larger than the size of the character's hand that float around their body. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Control (✦ Special)
Applicable to Elemental amalgams only. The amalgam is able to control nearby sources of the chosen element, i.e., waterbending. They cannot spawn new sources of the element. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Resistance (✦ Special)
Applicable to Elemental amalgams only. The amalgam is able to resist effects from the element of choice. This trait will have future implications in combat, but is largely for story development reasons currently. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Undefined Trait (✦ Special)
[ID TRAIT] Applicable to Miscellaneous amalgams only. An undefined trait is any unique trait that does not already exist in the catalog. Before designing a Miscellaneous subclass amalgam, you must contact the design staff team to ensure your trait is permissible. Please send a report with the subject title "Misc. Amalgam Request" on site that clearly states and/or illustrates your idea. Undefined traits are NOT unique to one amalgam, meaning other players may take inspiration from established undefined traits, though we ask that they be altered to not be direct copies of the original. Undefined traits CANNOT be hybrids (mermaids, nagas, or any kind of "taur"), were-creatures, or robots.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.