Traits
Exclusive
Cosmic Tear (Weregrem Exclusive)
Description:
An extension of the Celestial Blood effect that displays in a variety of different ways across a weregrems body, from showing a visual "tearing" effect across the body and arms, to staining whole limbs, and so on. Billowing cosmic smoke effects can be seen eminating from these markings.
Requirement:
- Cannot be applied to the eyes, inner ears, mouth/teeth.
- Cannot be applied on the Skull Mask trait.
- Hard edges only. This trait must be visualized as jagged tears onto or into the body, cannot be shown as gradients, spots, or other random shapes.
- If depicting this trait as tears into the body, then it can optionally be slightly inlaid as though it were part of a crack in the grems form.
- Cosmic smoke effect is required. Smoke trails must be small billows, they should not extend any further than about 1ft length from the grems body.
- Celestial Blood color and star rules from the Weregrem Guide must be followed.
- All celestial colors on the weregrem must match with each other. This trait cannot be colored differently than the Celestial Blood color.
- 25% coverage max.
Pharyngeal Jaw (Weregrem Exclusive)
Description:
A secondary set of smaller jaws residing within the back of a weregrem's mouth. Can be used to grab and pull food into it's throat.
Requirement:
- This trait only applies one set of pharyngeal jaws. It cannot be applied multiple times to add more jaw.
- Pharyngeal jaws cannot extend outside of the mouth.
- The inside teeth can be canine teeth or corn eater only (No other teeth types, (large/unusual fangs, primal teeth, etc.) can be used on the second set of teeth.)
- When merged with the predatory trait, the pharyngeal jaws will also split along the bottom to match the primary set of jaws.
- The teeth along the pharyngeal jaw follow standard grem teeth color rules, however the [multicolor bones] trait can be applied to modify these teeth from their default colors.
- if the weregrem's celestial blood affects the mouth area, then these teeth can optionally also be affected by that coverage as well.
- If using this trait, it is required to be present on the Wereform of a Weregrem, but is optional for the Standard form.
Aquatic Tail (Exclusive Trait)
Description:
A thick tail trait with fish-like qualities.
Requirement:
- This is a tail only trait. When applied, it can affect one, some, or all tails on the Grem.
- When using this trait, you are able to create the following listed tail types (Please see examples below for each tail):
- Fish Tail
- Axolotl Tail
- Whale Tail
- Shark Tail
- This trait can be covered in fur, or entirely hairless.
- The fin membrane themselves can be semi-translucent or opaque.
- Fins can be damaged, scarred, and/or tattered.
- Can have smaller ventral fins and dorsal fins (1 dorsal, 2 ventral limit)
- Must have a visible fin at the end of the tail. Cannot be entirely fins, tail piece is required.
- This trait (as itself or mixed with other tails/mutations) cannot be used to produce faux wings, wing-like features, hands, curtains, or alligator/crocodile tails.
- This trait cannot be covered in scales unless the Grem has the Scale Plating Trait.
Can ONLY combine with the following traits and mutations below:
✔ All Public Tails
✔ All Free Mutations
✔ Begemmed | Horned | Scale Plating
✔ Ghost Frost | Ribbon Body | Butterfly Alitas
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Snowgrems
- Growls
This is a free trait for the following Grem types:
- Mantagrems
Illustration created by Snappy
Beastial Paws (Exclusive Trait)
Description:
A trait that replaces one or both of the grem's feet with Canid or Feline paws.
Requirement:
- This trait can only be applied to the feet.
- This trait can be applied to one or both feet.
- For grems afflicted with Wereism, this trait will affect both the Standard form AND the Wereform.
- When applied to a Snowgrem the Snowgrem's Animal form can also have paws if it does not already posses them.
- The placement of the paws must match in all forms.
- This trait does not combine with [Raptor Claw].
- If the paw placement is assymetrical (1 paw, 1 bird foot) then raptor claw may be present only on the bird foot.
This trait can only be applied to the following Grem types:
- Snowgrems - free trait
- Weregrems - free trait
Blotted Throat (Exclusive Trait)
Description:
A trait that completely engulfs your grems neck in shadow. Arms are able to emerge from it and return to it at will.
Requirement:
Available Only in the Eclipse Event [Applicator: Judgement]
- This trait completely shrouds your grems neck in solid shadow.
- This trait will replicate the shape of the existing neck trait, but its effect will fade or gradiate out if the trait trails off of the neck (such as in the case of poncho or mohawk trail.)
- The shadow only affects the neck area.
- This trait can be any hue of color so long as it is dark like a shadow. (Must be almost black or very close to it.)
- This trait can optionally have a shadowy smoke effect. Smoke trails must be small billows, and they should not extend any further than about 1ft length from the grems body.
- Up to a maximum of 2 large arms can emerge from the shadow at will, and can sink back into the shadow when no longer in use. This trait functions as an additional pair of arms.
- The arms generated by this trait must remain attached to the shadowy patch around the grems neck area.
- The arms can stretch to a maximum length of up to x1 the body length of the grem.
- The arms must be shaped similarly in form to the examples shown below.
- These shadowy arms cannot be affected by or combine with any other traits, mutations, etc.
- Optionally: instead of taking the place of the existing neck trait, this trait can take on the shape of a scarf wrapped around your grems neck.
- This scarf is permanent and cannot be removed.
- The scarf is require to be around the neck and should not hang loosely or have ends that dangle.
- The arms will instead emerge from the scarf.
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Growl
- Snowgrem
- Mantagrem

Illustration created by Snappy
Clam Ears (Exclusive Trait)
Description:
Ears that resemble the shape of clam shells or other oceanic shells. These ears are emotive and can freely open up and clamp shut.
Requirement:
- Comes in a variety of the shell shapes/types:
- Conch | Whelk | Venus Comb
- Giant Clam | Scallop | Abalone
- Mussels | Cowries
- Cannot merge with or add onto any other ear trait, this trait completely replaces the existing ear trait (exception: Mock Trait use)
- You are permitted to use "Mock Ears" to have duplicate, cloned Clam ears + add any other pair of mock ear traits. Clam ears however must retain their default look and remain separate from/not merged with any other trait while using Mock.
- You are permitted to use "Mock Ears" to have duplicate, cloned Clam ears + add any other pair of mock ear traits. Clam ears however must retain their default look and remain separate from/not merged with any other trait while using Mock.
- Ear trait MUST appear as a simple clam shells, NO extra appendages or aesthetics can be present. (You are limited to the visual shapes provided below)
- The inner ear is required to display the blood colour within the flesh area (see visual examples below).
- (Optional) Grems may have a small "pearl" shape be present within the inner ear.
- If including the pearl then:
- The pearl must be visible on the masterlist reference. It cannot be hidden or obscured.
- The pearl CANNOT obscure the blood colour within the ear.
- Pearl size: Can be as small as a Grem's finger nail, or can be the standard pearl size presented in the visuals below.
- Pearl can be matte or shiny/pearlescent, and can come in any color.
- If adding a pearl, there should be only 1 pearl per ear, and it should be located in the middle of the inner ear (cannot be placed outside of the ear or around the ear edges).
- Pearl can be in one, some, or all Clam Ears present on the design.
Can ONLY combine with the following traits and mutations below:
✔ Mock Ears
✔ All Free Mutations
✔ Begemmed (Cannot replicate more pearls on Ears)
✔Scale Plating
✔ Fleck
✔ Ghost Frost
✔ Ribbon Body
This trait can be applied to the following grem types with the use of the appropriate applicator item:
- Standard Grem2
- Snowgrems
- Growls
- Mantagrems
Illustration created by Snappy
Coral Growth (Exclusive Trait)
Description:
Growths of coral or anemone structures that form in small clusters on different parts of the body.
Requirement:
- Can create small growths of coral or anemone on parts of the body. This trait cannot be stacked to increase the coverage area.
- Coral/anemone growths added with this trait should not be any larger than a Grem's hand. Please see examples below.
- Coral/anemone head protrusion height added with this trait should not be any taller than the length of the Grem's head (from back of head to snout). However, length limit restrictions are lifted ONLY when mixed with the Horned Trait.
Optionally: This trait can be uniquely used to resemble horns without the use of the Horned Trait. Please note that the coral/anemone growths, must still resemble coral or anemone and cannot be shaped unnaturally (eg: Non-coral shapes/ram horns).
- Maximum coverage for this trait is up to 25% of the Grem.
- This trait also allows for small fish-like wisps to float around and live within the coral growths. These fish are not real and are limited to being very tiny, simple, silhouetted shapes as defined below:
- Allowed fish shapes include: Small marine fish, reef fish, sharks, santopae fish.
- These fish silhouettes should be no larger than what is shown in the example provided below.
- This trait cannot grow over vital areas like the eyes, ears, mouth, or from within the nose.
- This trait must not cover Dominant or Recessive blood areas.
- This trait is not allowed to modify the basic anatomy of the Grem. (eg: Cannot be used to overgrow over limbs/hands/feet/etc.)
- This trait can mix with other mutations if that mutation is present on the Grem. (eg: Coral growth and Horned can be mixed to have coral growing from the horns!)
- Coral growths can grow from: Bat Wing, Cherub Wing, Dragon Frill, and Scale Plate, but may not modify the anatomy of the trait, encompass it, or replace the trait entirely with coral.
- Can ONLY combine with the following mutations/exclusive/seasonal traits below:
✔ Horned
✔ Begemmed
✔ Scale Plate (Only grows over plates)
✔ Cherub / Bat Wings (Can grow on it, cannot modify anatomy)
✔ Fleck (Just adds sparkles, does not fleck off pieces of coral)
✔ Insect Wings
✔ Quad Wings
✔ Branch Tail
✔ Dweller Tail
✔ Butterfly Alitas Tail
✔ Kanga Pouch
✔ Primal Shield
✔ Skull Mask
✔ Ghost Frost (Tail only)
- Standard Grem2
- Snowgrems
- Growls
- Mantagrems
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Illustrations are created by Snappy
Echo’s Eye (Exclusive Trait)
Description:
A trait that adds additional eyes along the entire length of your grems tail. These eyes are functional and can look around to glimpse things that your grem otherwise might miss if they were not paying attention.
Requirement:
Available Only in the Eclipse Event [Applicator: Judgement]
- This trait adds additional eyes along the entire length of your grems tail.
- The eyes need to be able to attach to the skin of the tail, not fur.
- In the case of grems with multiple tails, this trait can be applied to one, some, or all of the tails, without the need for additional applications.
- This trait can be applied to any tail type except tailless, silk, and curtain.
- This trait is strictly located on the tail trait. It does not climb or trail onto other areas outside of the tail.
- Each eye can vary in design (ex: different or lacking pupils, different sized irises, different sclera, etc) but must follow the blood rules if applicable.
- Minimum amount of eyes is 4, maximum amount of eyes is 10.
- Eyes must be relatively similar in size to one another. Some small variation is acceptable as long as they aren't wildly different.
- The eyes given by this trait should be no smaller than the grems standard eyes, and no larger than the grems hand.
- This trait cannot be affected by or combine with any other trait, mutation, etc.
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Growl
- Snowgrem
- Mantagrem

Illustration created by Snappy
Finlets (Exclusive Trait)
Description:
Fish-like fins that grow from the wrists and ankles of the Grem. These fins are able to fold up close to the body and flare out.
Requirement:
- Grems with this trait can have up to a maximum of 1 fin per each wrist and leg (or less), their placements may be asymmetrical. (See examples.)
- This trait can be furred or furless.
- The fins themselves can be semi-translucent or opaque.
- Fins can be damaged, scarred, and/or tattered.
- The maximum size limit for this trait is the length of the Grems forearm. The minimum size limit is as small as the Grems palm.
- Must resemble fish fins, cannot resemble any other type of wing (bat, bird, bug, etc.)
Can ONLY combine with the following mutations below:
✔ Fleck
✔ Begemmed
✔ Scale plate
This trait can be applied to the following grem types with the use of the appropriate applicator item:- Standard Grem2
- Snowgrems
- Growls
- Mantagrems
Flooded Step (Exclusive Trait)
Description:
Your steps mirror those of Mare's. Your grems feet and legs are now made of the ocean.
Requirement:
Available Only in the Eclipse Event [Applicator: The High Priestess]
- With this trait your grems legs and feet are now fully composed of water.
- This trait can affect one or both legs. It does not affect the tail.
- Optionally this trait can also change your grems legs permanently into hooves. (horse or cloven hooves.) This change can only occur on the affected leg(s).
- This change can also be asymmetrical (so you may have 1 hoof and 1 bird foot)
- The change from water to the grems normal body can be shown as either a solid change or a gradual gradiation.
- This trait only affects the area from the tips of the toes to the top of the hip.
- Minimum coverage: feet to hocks.
- Maximum coverage: feet to hips.
- This trait cannot change shape or be manipulated in any way even with a water power.
- This water is endless and cannot be dissolved or dissipated for any reason.
- The water may be colored in any color so long as it still looks like liquid water. If it looks to be mimicking other things (ex: lava, ice) then it will be sent back.
- Your grem should still have a dominant and recessive color swatches present on their masterlist reference, and should still follow the blood rules during their recessive rush. This trait does not need to display the blood colors in the affected leg areas, but they should still be considered active and valid.
- Bones should not be visible inside of this water.
- Objects shown suspended in the water are not allowed for the masterlist art.
- If you have both the [Tidal Splash] and the Flooded Step traits, then the fish from Tidal Splash may cross into the water areas of this trait.
Can ONLY combine with the following traits and mutations below:
✔ Beastial Paws - The paws can be made of water and can be asymmetrically mixed. (1 paw, 1 hoof OR 1 paw, 1 bird foot.)
✔ Raptor claw
✔ Spur
✔ Finlets
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Growl
- Snowgrem
- Mantagrem

Illustration created by Snappy
Insect Wings (Exclusive Trait)
Description:
Small sized insect-wing shaped appendages that protrude from the back. These are entirely useless for flight, making them primarily an aesthetic trait.
Requirement:
Available Year Round (Events, Foraging for "Insect Wing Fragments")
- A pair of bug wings resembling either those of a regular dragonfly, moth, and/or butterfly.
- Maximum size limit of a bug wing is about the same length as their arm (from shoulder to hand).
- This trait can be applied to one, some, or all wings on the design, and can be used to create a split set of wings (EG: 1 Cherub + 1 Bug Wing)
- (Note: this trait does not add ADDITIONAL wings past the 2 wing limit.
- Please see [quad wing] for more details.
- Cannot create hybridized wings (Eg: merging parts/sections of one wing type into parts of another wing type.)
- This trait cannot be applied to these Grem types: Mantagrems (they come with their own set of default wings.)
- This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Grem2
- Snowgrem
- Growls
If applied to a Growl:- This trait can entirely replace the default wings with this wing type OR can create a split set of wings. (ex: one bug wing, one cherub wing) You may not create hybridized wings with this trait.
Quadruple Wings (Exclusive Trait)
Description:
Two sets of faux-wings that protrude from the back. These are entirely useless for flight, making them primarily an aesthetic trait.
Requirement:
Can be applied through the use of [Enchanted Mirror]
- The max amount of wings total with this trait is 4. (2 pairs.) (See E.1)
- There may not be less than 4 or more than 4 wings total. (Losing a wing due to injury is fine, but the base of the lost wing must still be visible.)
- This trait does not add wings if the Grem has none. It can only be used if the Grem already has a pair of pre-existing wings. (ex: Cherub/Bat/Insect wings)
- This trait will duplicate the appearance of any pre-existing wings. (Ex. if your grem has 1 Bat + 1 Cherub wing then it will duplicate that set.)
- The position of the wing traits for the second set is allowed to swap sides. (Ex. If the first set was (left) Cherub (right) Bat, then the second set can be (left) Bat (right) Cherub, as long as the type of wing trait is the same.)(See E.2)
- The amount of each type of wing must be equal, 2:2. (Ex. You cannot have 1 Cherub and 3 Bat wings.)
- Only a max of 2 different wing types may be used in combination with this trait.
- New wing traits cannot be applied to Quad Wing to give 3+ different types of wings. (See E.3)
- Wing types may be swapped out with the use of the appropriate trait items in a redesign, but if your grem already has 2 different wing types applied, then you would have to replace at least one wing type entirely with another. (Ex. If your grem has Cherub + Bat quad wings, you may change the type of wing to Moth + Bat, but you will need to remove/replace Cherub entirely to do so.)
- This trait can be paired with the Larger Wing trait to increase the wing size.
- This trait cannot be applied to these Grem types: Mantagrems
- Positioning:
✔ This trait must be placed on the back, below the pre-existing set of wings or just above the tail. (Cannot be placed outside of the back area.)
✖ Second set of Wings CANNOT be placed onto the tail trait. (See E.4)
Illustrations by Mrgremble
Slain Head (Exclusive Trait)
Description:
The pelt of some terrible beast that has overtaken your grem. It is one with you now. This trait resembles the head and claws of a wolf monster.
Requirement:
Available Only in the Eclipse Event [Applicator: The Fool]
- Adds a wolf-like pelt to your grems body. This pelt is physically attached to your grem as a part of their own body and cannot be removed.
- This pelt must have a face/hood that resembles that of some kind of wolf or other canine.
- The face on the hood is detailed and life-like, as though it came from a real canid. (Requires nose, ears, teeth, eyes, etc.)
- The mouth should sit around your grem's face to appear as if they are being swallowed.
- The eyes and face of this hood are expressive and can emote alongside your grem.
- The mouth can open and close over your grems face. (For masterlist reference, please provide an open mouth main reference and if wanting to show a closed version, then it can optionally be included on the side.)
- Your grems own face should still be visible and recognizeable within the mouth of the pelt.
- The teeth of the slain head trait would need to follow the teeth/bone rules shown here. But can have their color changed if your grem has the [Multicolored Bones] trait.
- Your grems ears must still be visible and unobstructed by the pelt. They can be shown through either slits or large cuts into the pelt.
- The pelt also grows over the entire length of your grems arms, making them appear larger and more beastial in nature. (see ex. below.)
Other:
- Wings should still grow from the grems body, not from the Slain Head trait itself. All other mutations would follow thier individual rules.
- E-T tendrils can grow from the Slain Head trait and the third eye would instead be placed on the Slain Head.
- Predatory only affects your grem's main head, not the Slain Head trait.
- Mock Ears, if used, can only be present on the main grem head. This and any other grem ear types would only appear on the grem's head. They would not appear on the Slain Head trait.
- Gecko Crest, if used, will only appear on the grem's main body. It would not appear on the Slain Head trait.
- Skull Mask, if used, would only appear on the main grem head. It would not appear on the Slain Head trait.
- The Hood trait cannot be used in combination with this trait.
- Cyclops Eye cannot be used in combination with this trait.
- Primal Shield cannot be used in combination with this trait.
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Growls
- Snowgrems - (For snowgrem animal forms, the hood must still resemble that of a canine. It does not change species with their transformation.)
- Mantagrems

Illustration created by Snappy
Swordsbane (Exclusive Trait)
Description:
A shadowy sword that has been permanently lodged into your grem. The blade appears shattered the closer it gets to your body, and small veins of light spread out from its base. (cw: impalement, body horror)
Requirement:
Available Only in the Eclipse Event [Applicator: The Fool]
- Impales a shadowy sword into the body of your grem. Don't worry, this does not harm them!
- The placement of the sword can be in either the chest, back, neck, or head.
- Cannot obscure or affect blood areas such as the mouth or ears.
- The sword is able to affect or pass through a single eye, so long as the blood colors are still visible in the other eye.
- The sword must not imitate circular rings such as halos.
- The sword cannot be used to imitate other mutations or traits.
- The sword added by this trait is made of dark shadow. It has no distinct features and does not look like a real metallic sword.
- This trait can resemble any type of sword. (Long, short, scimitar, etc.)
- This trait only adds 1 sword total. You cannot stack multiple of this trait to increase its coverage.
- The sword is removable, and can be pulled from and returned to the grems body.
- If removed it exposes a flat, glowing scar patch, there is no actual "wound" or "hole". (see example below.)
- The sword can only be removed or interacted with by the grem that it belongs to. It cannot be interacted with by others.
- Optionally: The blade of the sword can appear to be broken into pieces near the impaling end.
- Small veins of light should spread out from the "impalement wound." These veins can be any light color.
- This trait cannot combine with any other trait, mutation, etc.
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Growl
- Snowgrem
- Mantagrem

Illustration created by Snappy
Tidal Splash (Exclusive Trait)
Description:
A piece of the ocean has replaced a spot along your torso. A window of water allows others to look inside and see what your heart holds.
Requirement:
Available Only in the Eclipse Event [Applicator: The High Priestess]
- Using this trait allows a spot along your grems torso to be made of water.
- Maximum coverage with this trait is 50% of the torso only!
- This trait cannot spread outside of the torso or affect other limbs and traits.
- This trait must cover a single, solid area, and must be shaped naturally as a gash, tear, or wound. It cannot cover multiple separate areas or take geometric shapes or patterns.
- This trait cannot change shape or be manipulated in any way even with a water power.
- This trait should not change the base anatomy of your grem.
- This water is endless and cannot be dissolved or dissipated for any reason.
- The water may be colored in any color so long as it still looks like liquid water. If it looks to be mimicking other things (ex: lava, ice) then it will be sent back.
- Bones, such as ribs and/or a spine should be visible inside of the windows of water!
- Optionally a heart may also be visible. Showing of any other organs, guts, or gore is prohibited and will be sent back.
- Objects shown suspended in the water are not allowed for the masterlist art.
- Optionally, this trait also allows for small fish-like wisps to swim within the tidal splash area. These fish are not real and are limited to being very tiny, simple, silhouetted shapes as defined below:
- Allowed fish shapes include: Small aquatic fish, reef fish, sharks, santopae fish.
- These fish silhouettes should be no larger than what is shown in the example provided below.
- *Please note if combining with any of the following traits: Coral Growth, Scale Plating, Begemmed. Then these traits cannot grow inside of or cover/pane the Tidal Splash trait. They may only grow along the outside edge.
This trait can be applied to the following Grem types with the use of the appropriate applicator item:
- Standard Grem2
- Snowgrem
- Growl
- Mantagrem