// WRITTEN GUIDE


A written trait guide on both the required and optional traits! 
For a visual guide on the required traits, CLICK HERE! For a visual guide on the add-on traits, CLICK HERE!


VEILS

NOTES
The primary veil MUST come from the top or back of the head, like a typical veil. The minimum length for this primary veil is down to the shoulders, but otherwise it may be as long as you like. Otherwise, veils do not need to strictly resemble veils-- "hoodie" or "cloak" veils are acceptable-- but they should still retain the general shape.

Additional veils may sprout from the back of the neck, back of the arms, area on the face between the eyes and the nose (like a face veil), above the buttocks (like a tail), or the back of the ankles. These additional veils do not have any required length.

Veils are attached to a Jelveil's head and cannot be removed.


VEIL MATERIALS

COMMONUNCOMMONRAREMUTATION
Fabric, fabric like materialsMost other solidsFoodstuffs, liquidsGaseous or materials that are neither solid nor liquid
Silk, denim, fishnets, velvet, leather, etcPaper, leaves, aluminum foil, fur, skin, etcMeat, water, slime, egg, etcSpace dust, fire, smoke, light, holograms, souls, etc

TENTACLES

NOTES
One tentacle must be present on each side of the Jelveil's head that exists. For most Jelveils, this'll mean two-- one on each head-- but if your jelly is missing a side of the head due to their pit, then only one tentacle, on the side that's still intact, has to be present.

Otherwise, tentacles may be freely added anywhere on the head or anywhere on a veil. However, aside from the head and neck, tentacles are never directly connected to a Jelveil's skin. And yes, you can have a Medusa-style thing with tentacles just replacing the hair.

Tentacles are also used for "tethered" traits, such as the neck and brain.


TENTACLE TYPES

COMMONUNCOMMONRAREMUTATION
Basic tentacle shapes, aquatic animal appendagesOrganic flora and fauna growths or appendagesInorganic or processed materials, foodstuffs, liquidsGaseous or materials that are neither solid nor liquid
Simply a long thing of no discernible resemblance to anything in particular, jellyfish tentacles, octopus tentacles, squid tentacles, fish tails, etcFox tails, vines, human arms, tendons, paws, roots, flowers, etcFried octopus tentacles, water, chains, glass, fabric, etc

(Note: processed refers to whether the material is "raw" or not. For example, cotton branches would be classified as uncommon due to being flora, but cotton balls would be rare due to the unnatural alteration.)
Space dust, fire, smoke, light, holograms, souls, etc

BRAINS

NOTES
The heads of Jelveils have been hollowed out: their brains are now either tethered to or directly attached to their heads or veils or floating around. Yes, this is the thinky organ. The brain!

Brains can assume any kind of state of matter or shape, given that it's relatively consistent and doesn't change much. This means a teacup, a glob of goo, or even just a regular human brain are all acceptable forms for brains. Material, opacity, and state of matter are all untraited.

Brains can glow very faintly, and at least one brain on a Jelveil is required.
MUTATION: LIVING BRAINS
Living brains are a Mutation trait applied to the brain, where the brain becomes an animate animal that is capable of acting independently of its humanoid body. Essentially, the Jelveil's consciousness is actually the little animal brain-- and the rest of the Jelveil body is just like a cool mech they control. They can't do much as just brains though, so they prefer to keep their bodies close by.

This trait does not apply to brains shaped as inanimate objects, flora, or only parts of fauna, like an eyeball. Those are just regular brains.

This trait does not fall under any of the other brain trait categories such as amount or attachment, meaning you'll still need to apply those traits separately.


BRAIN AMOUNT

COMMONUNCOMMONRARE
Only one (1)Two (2)Three or more (3+)

(Note: there isn't an upper limit to how many brains you can have.)


BRAIN ATTACHMENT

COMMONUNCOMMONRARE
Tethered (connected to the head or veil via one or more tentacles)

(Note: these tethered tentacles should be separate from the required tentacles on the sides of the head.)
Attached (directly affixed to the head or veil with no tentacles in between)

(Note: they can be attached anywhere on the head or veil.)
Floating (can float around anywhere!)

NECKS

NOTES
A Jelveil's neck isn't fully attached to itself. Instead, the two halves are always either tethered with tentacles or floating. You can choose to hide this special neck with accessories or clothing or leave it out in the open, up to you!

Do note that you CAN'T "stitch" the two halves together to make them whole again-- it defeats the purpose of the trait!


NECK TYPES

COMMONRARE
Tethered (two halves of the neck connected via one or more tentacles)Floating (there's nothing between the two halves of the neck but air)

PITS

NOTES
A Jelveil's head is empty. In place of where the brain would usually go, there's instead a large cavity, known as the pit, that's situated on the head. You're free to cover this pit up with hair or accessories or leave it out in the open, up to you!

Pits can assume many different shapes and sizes, though regular pits are all circular or blob-like in form (any distinct shape counts as a mutation)! Typically they'll only cover the forehead, but it's possible for them to go over the eyes, the whole face, among other possibilities! The only REQUIREMENTS are that they cover the forehead (such that it's obvious the brain is no longer in the skull), and do not take up more than roughly half of the skull.

Unless mutated, there's only one pit. In the chance that a pit would consume a side of the head, tentacles may not appear on the side of the head consumed.

Some Jelveils like using their pits as storage for various objects. This isn't traited. The trait of "pit filling" refers to any substances naturally growing or secreting from the pit.
MUTATION: SHAPED PITS/MULTIPLE PITS
Mutated pits may take on the appearance of distinct shapes, such as squares, hearts, stars, triangles, certain objects, et. cetera.

There may also be more than one mutated pit. As long as the first pit meets the requirement of being on the forehead, this second one can be anywhere on the head. (Currently, no traits allow pits to appear across the body.) These pits combined still shouldn't take up more than roughly half of the skull, however.

Shaped pits and multiple pits are a single trait, which means you can apply them both with only one mutation upgrade!

These traits don't fall under the pit filling category, meaning you'll still need to apply the filling trait separately.


PIT FILLINGS

COMMONUNCOMMONRARE
Empty (patterned or solid colour background)Organic flora and faunaInorganic or processed materials, foodstuffs, liquids
Stripes, dots, gradients, single solid colour, etcSprouts, eyes, teeth, tongue, flowers, etcWater, slime, crystals, stars, clouds, candy, etc

LUCID MARKS

NOTES
[ANOMALOUS TRANSMISSION-- DATA CORRUPTED] Not that kind of lucid Mark.

Markings on your Jelveil's body that show up whenever they're conscious, or "lucid". This is directly tied in with the species' lore. Click here for more information! However, this is a required trait regardless of whether you want to involve yourself in the lore or not, just so we can have it for masterlisting purposes.

These markings can show up anywhere on the jelly (the veil, tentacles, body, or brain) and they always glow a little bit. It's up to you whether you want them to glow through clothing or not, though.


MARKING TYPES

COMMONRARE
Any pattern, regardless of complexity, given that it does not include text or numbersText and/or numbers

(Note: this doesn't include music staves and notes, given that stuff like the time signature and dynamics are left out, since they involve text and numbers.)
Stripes, dots, swirls, literally a whole drawing if you want lol as long as it's got no text go wildLorem ipsum dolor sit amet...

NOTES
Just fun stuff you can throw on your jelly. Nothing here is required, so you don't have to give your Jelveil any if you don't want to.
These all count as separate traits, so unless you have a ticket that gives you unlimited access to traits of a certain tier, you'll need to use one upgrade for these traits each.
UNCOMMONRAREMUTATION
> Wings attached to the body
(Note: they don't necessarily have to resemble bird wings. You can make them mechanical or otherwise... not bird wings, if you'd like! You can also add multiple wings with a single trait.)

> Bioluminescence on areas other than brain and lucid marks
(Note: brains and lucid marks already glow, so you don't need to apply this trait for that.)

> Plants growing on body

> Unusual mouth or blood colour
(Note: this is a single trait. No need to use two upgrades if you want to do both an unusual mouth or blood colour. Yes, you can have it multicoloured!)
> Wings floating from the body
(Note: they don't necessarily have to resemble bird wings. You can make them mechanical or otherwise... not bird wings, if you'd like! You can also add multiple wings with a single trait.)

> Extra eyes/mouths
(Note: these can appear anywhere on the head or body!)

> Halos around the body

> Tethered limbs
(Note: just like the tethered neck trait. Body parts are halved and connected with one or more tentacles.)
> Glass body (filled or empty)
(Note: can be applied anywhere on the body. If it's on the arms or legs, it gives you the option to shape them into something inhuman, like paws or hooves.)

> Plush/stuffed body
(Note: can be applied anywhere on the body. If it's on the arms or legs, it gives you the option to shape them into something inhuman, like paws or hooves.)

> Floating limbs
(Note: just like the floating neck trait. Body parts are halved with nothing between them but air.)

> Crossbreed with other species
(Note: MUST be another CS/OS. This may be a personal species for your own use, but it cannot be just a kemonomimi, animal, or creature otherwise.

It's just one mutation for the whole crossbreed, even if said crossbreed comes with things that are otherwise traited add-ons, such as wings. Species traits may intersect (eg. you may want to use the Jelveil brain to represent another species' so-and-so trait), but this will be evaluated on a case-by-case basis.)

NOTES
Just stuff that you're free to give any Jelveil and doesn't count as a trait! No need to ask or anything if you'd like to use some of these attributes for yourself.
UNTRAITED CONTENT
> Anything a human can have (eg. heterochromia, missing body parts, albinism, melanism, tattoos, etc)

> Unnatural sclera/iris colours

> Unnatural skin colours

> Pupil colours, shapes, effects, etc

> Multicoloured anything (except for blood-- that would go under the "unusual blood colour" trait)

> Colour changing anything (except for blood and lucid marks-- that would go under the "unusual blood colour" and "dynamic lucid marks" traits respectively)

> Supernatural abilities (as long as it's not... extremely overpowered)

> Additional outfits/hairstyles

> Accessories resembling horns, kemonomimi ears, or tails, regardless of how convincing the accessory is