This page goes over the various trait types available when designing an Ambinetic. For a more in-depth look at anatomy, please check out the Anatomy Page. There you fill find lore and additional details pertaining to Ambinetics such as height and body hair, which are not restricted by traits or rarity.
Certain traits are mandatory - meaning all Ambinetics must posess these traits. These include:
- A helmet and screen
- One set of headphone wings
- One set of ankle wings
- A collar or gorget
More on these traits can be found under 'Wings' and 'Tails', 'Screens' and 'Add-ons'. Even more information on helmets and headphones can be found on the Anatomy page.
Ambinetics are covered in a material that looks and feels like real skin! This skin is an Ambinetic's base tone (or base color) and consists of one solid color. Depending on trait rarity there are no limitations on what this color can be with one exception; Whether using a natural or unnatural color, be sure that the base color of the skin is visibly distinguishable from the helmet, as the two colors cannot be the same. In addition, the skin of the neck leading up to the helmet cannot be the same color as the helmet, even if it is not the base color. It is up to the approving Admin whether or not an Ambinetic design meets this criteria.
Looking for more? Depending on the rarities available to you, you may add up to five additional colors with 'markings' for a total of six colors including the base. Want even more excitement? Try outfitting your Ambinetic with top-of-the-line Augments!
Natural base tones. These are colors that occur naturally in human skin, including albinism. Additionally, pigmentations such as freckles, birthmarks, and vitiligo may also be added.
To the left are five examples of such pigmentations.
Unnatural base tones. These are colors that do not occur naturally in human skin. Like with natural base tones, pigmentations such as freckles, birthmarks and vitiligo may also be added.
To the right, the second example down is an example of unnatural vitiligo.
Skin that includes markings, tattoos, or unnatural patterns. These markings allow for an additional three colors to be added to an Ambinetic's skin for a total of four colors including the base.
To the right, the fourth example down shows skin with three marking colors plus pigmentations, freckles in this case. Such pigmentations are not counted as markings.
Skin that includes markings, tattoos, or unnatural patterns. These markings allow for an additional five colors to be added to an Ambinetic's skin for a total of six including the base.
Augments are decorative dermal implants an Ambinetic can have on their body. These implants are made of metal and can have gemstones and LED lights within their metal framing. They can be any color but the materials must be clear. Augments cannot be raised higher than a half-inch off the skin and cannot take up too large of an area.
Augments are meant to be like 3D decals on the skin and therefore cannot be used to make a body part appear as if they're a prosthetic or completely mechanical. Entire limbs, digits, and appendages cannot be completely covered in solid augments. This includes genitalia.
The neck and head are off limits to Augments all together.
Augments on the torso.
Augments on the limbs.
This Trait can only be purchased through the Ambit Trade Station or obtained via Adopts.
Luminous Markings are decorative, subdermal implants within an Ambinetic’s skin that allow them to have markings that emit a glowing effect. This effect is always active: in a brightly lit setting the glow may not be obvious, but once the light dims these markings will become more evident.
These markings do not abide by the rarity of your Ambinetic’s Skin Traits. No matter the rarity of your MYO you can have up to 4 colors in your Luminous Markings.
All areas of the skin are open for Luminous Markings including the neck and head. However, Luminous Markings cannot cover too much of the skin. Entire limbs, digits, and appendages cannot be completely covered in solid Luminous Markings.
When handing in a MYO using this trait you must have both a “day version” and a “night version” so we can see which markings glow and review them accordingly. Here is an example!
Up to four colors can be used for Luminous Markings.
The helmet of an Ambinetic covers only the 'face' - extending from the headphones to the jawline. The headphones themselves sit on top of the head and are welded to the helmet. Inlaid into the helmet is the screen. All common screens are static, meaning they cannot change unlike the other rarities. Screens of higher rarities can be animated within their given parameters.
As per company regulations:
- Helmets can only be two colors. This does not affect the color of headphones, which are not restricted.
- Helmets and headphones are made from metal. This material cannot change.
- Helmets and screens may not appear damaged, dented, scratched or cracked.
- Screens with lower rarities cannot imitate screens of higher rarities. As a general rule of thumb, if it looks like the trait then it is the trait.
- Screen images, regardless of type, have to be created by you (or commissioned by a consenting artist). You may not use images or font off the internet that you do not have the rights to use.
Helmet customization can be found under 'Add-ons'.
Gradient
A display of a simple gradient of two colors. It can go left to right, top to bottom, or expand in a radius.
Image
A display of a single, unchanging image.
Reminder: screen images, regardless of type, have to be created by you (or commissioned by a consenting artist). You may not use images that you do not have the rights to use.
Symbol / Emoji
A display of a single, unchanging emoji or symbol. This symbol/emoji does not change, even if combined with other screen-types using the 'Mixed Screens' trait.
Audio Visual
A visual display of sound frequencies. The type of frequency can vary, and include charted sound levels or a depiction of soundwaves. The audio frequency itself can be multiple colors, but the background must be one solid color.
Code
A display of code. This active text can scroll up, down, left, right, or remain stationary. Code must be a single color but has no limit on font combinations and can contain both symbols and non-romaji characters. The code must be continuous and contain no line-breaks or spaces. The background must be one solid color.
Weather
A display of any weather forecast. Multiple forecasts can be designed, but only one forcast can be visible at once.
The weather must always be based on real world weather patterns. The screen does not need to include imagery of environmental scenery but if it does it must be static and the same for each weather depiction. Weather screens can be showing real time weather forecasts or a completely simulated visual. Non-canonical environmental scenery will be assumed to be part of a simulated visual.
Text
A display of text similar to sub-titles that can change to emulate conversation. Text is one color over a solid background, however this text can have a border, known as a 'stroke', in one additional color. Font styles are not limited, but once a font is chosen, it cannot change within the design.
Active Data
A display of data and its activity. Examples include but are not limited to pie charts, bar graphs, histograms, and mathematical graphs. Data such as the current temperature, the time, or the date may also be included.
Expressive Emotes
A display that can portray different emotions. These faces can include various numbers of eyes and mouths but can never include a nose. A face can include just eyes or mouths and do not need both. Different expressions however must include the same number of eyes and mouths and must remain in the same style.
Please keep in mind that your MYO will need references of every emote your Ambi can express for approval. You will need to go through the redesign center if you’d like to add more emotes as they will need to be approved. If you hand in an Emote Screen MYO without references of the other emotes it can express your screen will be assumed to be an ‘Image’ screen type so please do not forget this!
Mixed Screens
A display that can combine up to four different screen types.
When mixing the 'Liquid' or 'Clockwork' screens, common screens should be in the background behind it while rare and legendary screens should appear in front, as if projected over the glass.
You can only mix screens you have access to. For example, mixing admin-rare liquid if you only have a legendary MYO would not be allowed.
Active Camera
A display that can cycle between live security cameras. The footage can be displayed as regular footage, with infrared imaging, using night-vision, or through any other specialty camera filters.
Only one feed can be displayed at once.
Reminder: screen images, regardless of type, have to be created by you (or commissioned by a consenting artist). You may not use images that you do not have the rights to use.
Active Screensaver
A display of moving/animated abstract imagery.
Company Shaped
Techwave's signature screen. The shape was inspired by the brand's mascot, Ren.
Shaped Screen
A screen that breaks away from the default and Company shape. This screen can be any shape so long as it's both a single silhouette and does not inadvertently create multiple screens.
Liquid
A display of liquid. Where the screen would sit is filled with a fluid and back-lit behind glass. This liquid can be stagnant or flow - similar to a lava lamp - and small objects may also be found suspended in it. Due to the harsh chemicals however, no living creatures can survive within the fluid.
Clockwork
A display of clockwork. Similar to liquid, behind glass and in place of a screen, live gears like those within a clock are visible.
Mouths
Mouths were a later development by Techwave Initiative. These mouths were designed to be cosmetic, as they are not used by Ambinetics to feed themselves. However, they do allow for a larger range of expression and customization for those looking for their very own Ambinetic.
As per company regulations:
- Mouths that include lips may add a third color to the helmet, which is normally limited to two (not including the headphones, which are not restricted). This third color is only permitted for the lips and nowhere else.
- The inside of the mouth must match the color of the helmet.
- Humanoid Mouths require a tongue but Monster Mouths and Insectoid Mouths do not. See the 'Tongue' section below for more.
- Humanoid Mouths require teeth but Monster Mouths and Insectoid Mouths do not.
- Ambinetic Mouths do not produce saliva or other fluids.
- Crooked teeth, tooth gaps, and braces are permitted. However, broken teeth are not permitted. See the 'Teeth' section below for more.
- Due to the material, lip piercings, such as lip rings, are not available. However, you can use the Legendary 'Helmet Accessory' trait to add studs/inlaid gems that can mimic piercings.
No Mouth
Ambinetics without mouths have one of three screen types which you can learn more about under the 'Screens' tab at the top of the page. Ambinetics with mouths have their own set of three screen types specific to them which can be learned about here.
Standard Screen
This is the standard screen shape for all Ambinetics with mouths.
Legendary Screen
A variation of Techwave's signature screen made with mouths in mind. The shape was inspired by the brand's mascot, Ren.
Admin Screen
A screen that breaks away from the default and Company shape. This screen can be any shape so long as it's both a single silhouette and does not inadvertently create multiple screens.
Humanoid Mouth
A mouth that mimics the human form. Lips can vary in size and shape so long as they resembles that of a human. These mouths are made with a unique hybrid metal material developed by TI that allows for movement and expression of the mouth that greatly resembles that of a human.
Monster Mouth
A mouth that mimics a monstrous form. The mouth can be shaped entirely to be like that of a vicious monster or include some semblance of humanoid lips as part of the design. Monster mouths have a harder time mimicking human expressions and can oftentimes be entirely rigid in nature. The “teeth-like” shapes found on monster and insectoid mouths are molded from the helmet and are not their own segment pieces. Examples of what are not passable can be found here.
Insectoid Mouth
A mouth that bears resemblance to some insectoid forms. These mouths open horizontally rather than vertically like Humanoid and Monster mouths do. However, some can have a third section at the chin that opens downwards. These mouths are typically rigid and shaped in ways that do not allow for expressions that mimic that of a human. Shapes that mimic insect maxilla, labium, or other such protruding shapes like that of graspers and pincers are not included as part of this mouth type but can be included by using the “Admin Shaped Tusks” Add-On trait. The “teeth-like” shapes found on monster and insectoid mouths are molded from the helmet and are not their own segment pieces. Examples of what are not passable can be found here.
Teeth
With the ability to have mouths comes the ability to have teeth. Like the rest of the materials used in the creation of Ambinetics their teeth are extremely durable as well as customizable whilst appearing to be made of a material that mimics the look of human teeth.
As per company regulations:
- Humanoid Mouths require teeth but Monster Mouths and Insectoid Mouths do not.
- Within teeth rarities crooked teeth, tooth gaps, and braces are permitted. However, broken teeth and grillz (metal-plate coverings) are not permitted.
- Teeth can be any coloration whether it be mimicking natural human teeth tones, unnatural colors, or even multicolored.
Humanoid
Teeth that mimic the omnivorous form of human teeth. These teeth cannot protrude from the lips / mouth.
Pointed
Teeth that can be pointed in various ways. Whether mimicking the design of carnivorous animals, or something fictional like monsters, all of the teeth must be pointed to some degree and cannot protrude from the lips / mouth.
Protruding
Teeth that are large enough to protrude past the lips / mouth. They can have a pointed for flat tip, as well as be straight or curved. They cannot be larger than the examples depicted here.
Mixed
Teeth that can be a mixture of the other types, allowing for flat and pointed teeth to share the same mouth together.
Tongues
Due to their utility tongues are a highlighted feature as part of an Ambinetic’s mouth. These tongues are ideal in culinary settings as they have receptors that allow them to analyze tastes and ingredients.
As per company regulations:
- Humanoid Mouths require a tongue but Monster Mouths and Insectoid Mouths do not.
- Tongues are made out of a biosynthetic material like Ambinetic skin, so it is durable whilst mimicking a human tongue in look and feel.
- Tongues can have piercings but no large holes / cut outs unless the tongue is Unique Shaped.
Standard Shape
A rounded tongue shape resembling a human tongue.
Pointed Shape
A pointed tongue shape, similar to a human tongue but ending in a point.
Forked Shape
A tongue shape that ends in two points. This is not a not a fully split tongue shape.
Unique Shape
A tongue that can take various shapes, including split, but is still one full piece.
No Tongue
This option is only available to Monster and Insectoid mouth types.
Standard Length
A smaller size similar to the average size of a human tongue. ( Approximately 3 inches )
Medium Length
A tongue longer than the average human tongue. ( Approximately 6 inches )
Long Length
The longest tongue size available. ( Approximately 12 inches )
Wings
Humans have no wings and therefore cannot fly. Ambinetics can have wings, but their purpose is purely decorative. This means an Ambinetic's wings cannot achieve flight. These wings extend from the spine, and like tails, are attached through a number of ports. These ports are located on either side of the spine. The spine itself can be hidden or visible when designing.
As mentioned under 'Main', these flightless wings - or lack thereof - are separate from the mandatory headphone and ankle wings. Though they can share many of the same traits, Techwave would like to remind customers that mandatory wings cannot be affected by the 'Small', 'Large', 'No Wings', and 'Set' traits 2 through 5.
As per company regulations:
- Within a set, wings must be symmetrical in shape and size, but do not have to match in color.
- Wings can be drawn in different positions. For example, one wing may take on a folded appearance while the other is extended.
- At the time, wings cannot appear 'broken' even if using a 'Shaped' trait.
Wing Shapes
Standard I
Standard I wings at this rarity can only be one color.
Standard I wings at this rarity can be multi-colored.
Standard II
Standard II wings at this rarity can only be one color.
Standard II wings at this rarity can be multi-colored.
Animal Shape
Synthetic wings modeled after their flying-animal counterparts. Examples include the wings of birds, bats, and insects.
Unique Shape
With this trait, wings can be shaped using inanimate objects and various shapes. However these wings must still clearly resemble wings.
Back Wings
Standard
The standard size for back wings.
Note that it is up to the approving Admin's discretion whether or not these wings appear too large or small.
Small
Wings that are smaller than the standard size for back wings.
These wings can be quite tiny, but the wings cannot be smaller than six inches (15.24cm) in length.
Large
Wings that are larger than the standard size for back wings.
Often expanding wider than arms-width, large wings can extend up to six feet (182.88 cm) in length.
No Wings
No wings on the back.
This trait only affects wings present on the back. Both headphone and ankle wings are always mandatory.
1 Set
A single set of flightless wings.
2 Sets
Two sets of flightless wings.
The two sets do not have to match, but each pair does.
3 Sets
Three sets of flightless wings.
The three sets do not have to match, but each pair does.
4 - 5 Sets
Four to five sets of wings.
The four-five sets do not have to match, but each pair does.
Helmet/Ankle Wings (Mandatory)
Standard
Minimum length of 6 inches outstretched. Maximum length 1 foot outstretched.
Large
Over 1 foot to maximum of 2 feet.
Multiple Wings
2 to 3 wings slotted into the headset / ankle discs
Cannot be combined with the Rare Large Wings Trait.
The combination of those traits are an Ambit Exclusive.
Multiple Large Wings
2 to 3 wings slotted into the headset / ankle discs that can be over 1 foot to maximum of 2 feet in length. See the Bank to learn how to obtain Ambits.
Tails
Tails are the most common way of recharging an Ambinetic that is low on power. Tails that use Standard Plugs or Media jacks may be plugged straight into the source, while alternate charging methods are used for Ambinetics lacking this feature.
Unless using the 'No Tail' trait, all Ambinetics must have a tail. This tail extends from the base of the spine, and like wings, are attached through a number of ports. These ports are located at the base of the spine. The spine itself can be hidden or visible when designing.
As per company regulations:
- Tails can be no shorter than six inches.
- Tails can be no longer than the length of the body.
- At least one tail is required unless using the 'No Tail' trait.
Standard Plug
A tail consisting of a simple cable and power plug. At this rarity, the cable should be either black, grey, white, or match your Ambinetic's helmet. The prongs must be metal.
At this rarity, the tail can be any combination of colors but the prongs must remain metal.
Media Jacks
A tail consisting of a simple cable and media jack, such as a phone charger. At this rarity, the cable should be either black, grey, white, or match your Ambinetic's helmet. The jack must be metal.
At this rarity, the tail can be any combination of colors but the jack must remain metal.
Multiple Plugs
This feature adds an additional jack or plug onto the end of a single Standard or Media Jack tail. A single tail can have up to three plugs/jacks.
Company Logo
Based on Techwave Initiative's Logo for the Ambinetic Brand. This option was made popular by the brand's mascot, Ren.
Animal Shaped
Synthetic tails modeled after their animal counterparts. Examples include mammalian tails, reptilian tails and piscine tails.
These tails may also take inspiration from animals without tails. Such tails may resemble the tentacle of an octopus or the abdomen of an insect.
Unique Shape
With this trait, tails can resemble inanimate objects such as scythes. However these tails must still clearly resemble tails.
1 Tail
A single tail.
2 - 3 Tails
Two to three tails.
4 - 5 Tails
Four to five tails.
No Tail
No tail.
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Add-ons are the traits that further enhance the look of an Ambinetic. These are purely for show except for the collar, which is mandatory.
When designing, the general rule of thumb is if it looks like a trait, then it is the trait. Misleading traits may lead to your design needing subsequent edits.
Halos
Halos are floating rings that can be added to the head, tail, or both.
With the exception of the Nimbus Halo, up to two halos can float over the head. No more than four halos can be used around the tail/tails. This is not affected by rarity.
As per company regulations:
- Halos, unless using the 'Unique' trait, cannot be broken into pieces. These pieces should not be too far from the rest of the halo.
- Halos over the head must float above the head and not around it.
- Halos should not be drastically larger than the circumference of the head.
Common
Halos start off as simple, circular rings.
Halos are not required, and the number of halos (up to two over the head and up to four around a tail/tails) is not restricted by rarity.
Rare
With this rarity, small objects can be added to decorate a halo. These objects can float around the halo, or be draped over its body.
Floating objects should be smaller than the halo.
Admin
With this rarity, halos can take on different shapes.
Admin
This halo no longer floats over the head. It also takes up both slots, meaning a second halo cannot be added to the head.
Rather than a ring, the Nimbus halo is a disc that attaches to the back of the head. It cannot be shaped and must remain a solid disc.
Horns and Tusks
Horns can attach to both the top of the helmet and to the scalp. Unless using a 'Shaped' trait, all horns must resemble those of an animal.
Tusks are horns that attach to the jawline below the helmet, or to the helmet's jaw provided that there is enough space unoccupied by the screen or other Add-ons. Unless using a 'Shaped' trait, all tusks must resemble the horns of an animal.
As per company regulations:
- Horns and tusks cannot be attached to the headphones.
- Tusks cannot extend too far, or obscure too much of the screen. For reference, here is an example.
- At this time, horns and tusks cannot appear 'broken' even if using a Shaped trait.
Common
One or two horns. These horns do not have to match one another.
Rare
Three to four horns. These horns do not have to match one another.
Legendary
Five horns in total. These horns do not have to match one another.
Tusks may be added below the jaw or to the jawline of the helmet provided there is room. Up to five tusks can be added. Tusks cannot extend too far, or obscure too much of the screen. For reference, here is an example.
Admin
Horns that can have unique shapes and do not have to resemble an animal's horns. The amount of horns at this rarity is unlimited.
Tusks that can have unique shapes and do not have to resemble an animal's horns. Up to six tusks can be added.
Collars
A collar is one of the mandatory traits. These collars are made of metal and can appear shiny or matte. They appear as simple bands around the neck, which can then be added to. These bands are similar to chokers and are close to the skin.
The back of the collar hosts a number of ports. These ports are visible even if the spine is not. For more details, visit the Anatomy Page. An image of the ports for both collars and gorgets can be found here.
As per company regulations:
- At least one collar is required.
- No hole-punches or excessively large collar extensions can be added to the collar.
Common
A single, plain collar.
Rare
Up to two plain collars.
This allows for a single charm or tag to be added per collar.
Legendary
Up to four collars.
This allows for multiple accessories to be added. Such accessories include charms, tags, spikes, lace, and more. These accessories should not be too large or take up too much space. Whether wrapping a collar in fabric or adding a trim, the shape of the band should not be hidden.
Admin
Four or more collars can be added. This amount must both be within reason and discernible to the approving Admin.
Gorgets
A variation of collars, a mandatory trait. These Gorgets are made of metal and can appear shiny or matte. Like collars, they lay close to the skin. The back of the gorget hosts a number of ports. These ports are visible even if the spine is not. For more details, visit the Anatomy Page. An image of the ports for both collars and gorgets can be found here.
As per company regulations:
- At least one collar/gorget is required.
- No hole-punches or excessively large collar extensions can be added to the collar/gorget.
Standard Gorget
A plain metal gorget.
Mid-sized Gorget
A plain medium-sized metal gorget.
Large Gorget
A plain large-sized gorget.
Shaped Gorget
A gorget that can have a unique form to it. It cannot be any smaller than the Standard Gorget and it cannot be any larger than the Large Gorget. However, its shape can vary so long as it stays between those two sizes. There can be “hole punches” in the shaped metal so long as they are not on the neck. A Shaped Gorget can have conical and curved spikes on it so long as they do not exceed two inches in length.
Accessories
Accessories further enhance the helmet and headphones. As the helmet and headphones are one piece, accessories cannot appear as if under the headband or earphones.
As per company regulations:
- Unless using admin rarity, spikes can be no longer than in the example below (see the image connected to: 'Rare')
- Unless using admin rarity, spikes cannot be curved and must be conical.
Common
Not into the smooth look? Bangs can be added where a natural hairline would've been. There should, however, be space between the roots and the screen - as bangs cannot start at the edge of the screen. Bangs material matches hair material.
Be sure at least part of the headband is visible, and remember that bangs do not grow over the band either.
Rare
These accessories include spikes, studs, and earrings. These accessories should be clearly attached to the headphones and sized within reason.
Stickers can be stuck to an Ambinetic's helmet, but they cannot completely cover any one area or the screen. Stickers should have a white trim around the graphic.
Legendary
These accessories include attachments and inlaid gems.
Attachments must be clearly affixed to the helmet or headphones. Examples include monocles, beards, and more!
Admin
Speakers can be fitted around the screen. These speakers can be inlaid or extrude from the helmet. If they extrude, they should only do so minimally and cannot extend more than an inch (2.54 cm) from their surface. These speakers can also include dials and knobs in their design.
These accessories are no longer restricted to studs and spikes, however shaped accessories must still be clearly shown coming from the headband.
Materials are applied to wings, tails, halos, horns, tusks, and some headphone accessories. Some materials may not be clear through only line art. It is recommended to add shine and shadows where possible.
Solid Metal
Solid metal. This material type can also be etched into for added detail. Metal traits must shine.
Solid Resin
Resin. Slightly transparent with qualities similar to glass.
Matte Rubber
Rubber with a smooth finish. Requires a soft shine.
Faux Feathers
Faux feathers that can be used to mimic the plumage of bird and angel wings.
Textiles
Materials that include fabrics, faux furs, lace, string, buttons, beads, stuffing, and the like.
When a trait is made entirely of fabric (like a stuffed horn), visible stitching is required. This stitching is not required if using faux fur.
Ooze
Slimy ooze. Objects can be stuck into and inside traits made from this material, but objects should not be larger than a tennis ball. Similar to the liquid used in Liquid Screens, this ooze is unfit for living organisms and should not be added.
Tech
Electrical components such as lights, screens, and speakers. Screens added to traits must follow the same rules and rarities of regular Screens. These screens do not need to be the same as the Main Screen (located on the helmet).
Kinetic Sand
Sand. This material is gritty and a little lumpy but is able to maintain shapes without causing a mess. Objects can be stuck into and inside traits made from this material, but objects should not be larger than a tennis ball
Smoke
A foggy vapor that behaves like smoke. It does not require the burning of fuels like gasoline to create.
How is this possible? Fun fact: this material is created through the atomization of mineral oil, or a combination of proprietary water and either glycol or glycerin based fluids!
Sub-0
A hollow resin where the absence of gravity within allows for objects to float freely within. Due to the lack of oxygen within this space, living creatures can not survive and should not be added.
Ceramic
A solid ceramic with subtle cracks. Despite the cracks, bits and pieces should not be missing. This material can appear matte or glazed, and can be decorated as if it were ceramic art.
Gems / Minerals
Gemstones and minerals. Traits using this material can appear either smooth or faceted, but must be based off of a real-world gemstone/mineral.
Carbon Fiber Paper
A thin, but stiff and durable material that emulates paper without the fragility of it.
Faux Flames
Fire without the destructive danger of burning anything. This material mimics the look of fire and can come in any coloration.
Mixed-Media
A combination of different materials listed on this page.
There is no limit on the amount of materials you can combine.
Flora
Synthetic flora that includes flowers, decorative greenery, succulents, cacti, vegetables, and fruits. This material is fake, meaning none of the synthetic flora will grow or die, nor is it edible in any way. This material does NOT include wood or fungi.
Floating
An upgrade that allows traits to float. Small artificially produced gravitational fields allow for pieces of wings and tails to float, regardless of material. Horns and tusks require a base on the helmet from which they float from.
Hologram
Unique Technologies allow for light projections and refractions to create the image of solid shapes with light. Holograms can come in any color and can depict designs such as grids, images, or wording within the lighting, however these holograms must always be semi-transparent and retain a glow effect to them due to being light projections. Horns and tusks require a base on the helmet from which the holograms are projected. ( Tip - Use white line art when drawing Hologram Material to get the desired “light” effect! )
Luminous Pigment
An add-on that can give other materials a glowing effect. It can be applied to the entire material or to partial sections. The only materials that Luminous Pigment cannot be applied to are 'Smoke', Faux Flames', and 'Hologram'.
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Helmets
Ambinetics have the option to have a fleshy scalp past their headphones headband that allows for hair, OR an extended metallic helmet.
As per company regulations:
- Ambinetics with full helmets, regardless of shape, can NOT have any hair on the back of the head. Only the “Bangs” trait is permitted ( See Add Ons Section )
- The entire helmet and headphones are made from metal. This material cannot change.
- Helmets and screens may not appear damaged, dented, scratched or cracked.
- The entire helmet follows the same color rules.
- Full helmets are allowed to have ‘add-on’ traits such as horns’, ‘ Helmet Accessories’, and ‘Speakers’. Full details on helmet customization can be found under 'Add-ons'.
2 Helmet Colors
Two colors are permitted to be used on the helmet. However, a third color is permitted on lips if using a helmet with a mouth.
5 Helmet Colors
This trait allows the use of five colors on a helmet. A sixth color is permitted on lips if using a helmet with a mouth. See the Bank to learn how to obtain Ambits.
Facial Helmet
This is the most common form of Ambinetic helmet where the helmet ends at the headphones band to reveal a fleshy scalp for hair.
Full Helmet
This is the basic smooth helmet shape that covers the back of the head. No hair is permitted minus the ‘Bangs’ Trait.
Extended Shape
A helmet shape that extends back in a somewhat triangular cone shape. This cannot be shorter than the length of a typical skull nor can it be longer than 18 inches. ( The example image above shows the largest size allowed ) No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos cannot be used with this helmet shape.
Angled Upward Shape
A helmet shape that extends back in a somewhat triangular cone shape but with an upward curve. This cannot be shorter than the length of a typical skull nor can it be longer than 18 inches. ( The example image above shows the largest size allowed ) No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos cannot be used with this helmet shape.
Angled Downward Shape
A helmet shape that extends back in a somewhat triangular cone shape but with a downward curve. This cannot be shorter than the length of a typical skull nor can it be longer than 18 inches. ( The example image above shows the largest size allowed ) No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos cannot be used with this helmet shape.
Spiked Shape
A helmet shape that extends back in four somewhat triangular cone shapes. This cannot be shorter than the length of a typical skull nor can it be longer than 18 inches. ( The example image above shows the largest size allowed ) No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos cannot be used with this helmet shape.
Dicone Shape
This is a helmet that has cone-like shapes that protrude from the left and right side of the skull. The width cannot be wider than 18 inches on either side and the depth is that of a typical skull. No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos CAN be used with this helmet shape.
Upward Crescent Shape
This helmet shape extends outward on the left and right sides of the head and curves upward like a crescent moon. The height cannot be taller than 18 inches. The width cannot be wider than 18 inches on either side and the depth is that of a typical skull. No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos CAN be used with this helmet shape.
Downward Crescent Shape
This helmet shape extends outward on the left and right sides of the head and curves downward like a crescent moon. The height cannot be longer than 18 inches. The width cannot be wider than 18 inches on either side and the depth is that of a typical skull. No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos CAN be used with this helmet shape.
Upward Star Shape
This is a shape that almost mimics a star with four upward facing cone shapes. The height cannot be taller than 18 inches. The width cannot be wider than 18 inches on either side and the depth is that of a typical skull. No hair is permitted minus the ‘Bangs’ Trait. Nimbus halos CAN be used with this helmet shape.
Ambinetics naturally have hair that mimics human hair in both material and ability for growth. However, it is able to come in colors both natural and unnatural when compared to humans. Though this has been the standard for Ambinetics at their launch, Techwave Initiative has innovated to allow for Ambinetics to be designed with “hair” made up of other synthetic materials.
- Ambinetics have “human hair” by default. The head can be shaved to reveal a fleshy scalp.
- There is no helmet / metal plating under the hair. Check out the “Helmets” section if you’re interested in having a full helmet. Full / Extended helmets and scalp / hair cannot be combined.
- When using the “Add On” trait “Bangs” the bang material must match the hair material.
- Ambit Exclusive Luminous Pigment can be applied to all hair types except Faux Flames and Smoke.
- Color changes to hair requires redesign approval but if it’s just a color change it does not require you to have a trait ticket/bundle. Change in Length / Natural Texture of hair does not require redesign approval.
Natural Hair
This is the default hair type that all Ambinetics are made with. It can come in any color, or combination of colors. It can also come in any natural human hair texture or style.
Faux Feather Hair
Faux feathers that can be used to mimic the plumage of birds but as hair.
Ooze Hair
Slimy ooze- but for hair! Objects can be stuck into and inside hair made from this material, but objects should not be larger than a tennis ball. Similar to the liquid used in Liquid Screens, this ooze is unfit for living organisms and should not be added.
Tech Hair
This type of hair material is very specific in how it’s used. In this case “hair” is made up of electrical wires, metal coils and tubing, strings of bulb lights, or strips of LED lights. This hair type does not permit hunks of machinery to be attached to the Ambinetics head as “hair”.
Kinetic Sand Hair
Hair made up of sand. This material is gritty and a little lumpy but is able to maintain shapes without causing a mess. Objects can be stuck into and inside hair made from this material, but objects should not be larger than a tennis ball.
Smoke
A foggy vapor that behaves like smoke. It does not require the burning of fuels like gasoline to create. The smoke can be incredibly thick or semi-transparent.
Faux Flames
Fire without the destructive danger of burning anything. This material mimics the look of fire and can come in any coloration
Mixed-Media
A combination of different materials listed on this page. The limit is three materials at a time and all materials used must be “rooted” to the scalp regardless of how much of each is used.