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List of Traits

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Active Traits

Arms

  • Advanced by: Daily Advancement (4/25)
  • Cost: 40 DNA, 2 Complexity
  • Requirements: Appendages 3, Facial Features 2
  • Effect: The Lifeform gets +1 to Facial Features for the purpose of all Fight phase rolls.

Carnivore

  • Advanced by: Seebo
  • Cost: 40 DNA, 1 Complexity
  • Requirements: Must not have Herbivore or Omnivore
  • Effect: The Lifeform may only make Hunting attempts. That is, when the Lifeform makes a Feeding attempt, e rolls DICEX for target selection, where X is the number of active Lifeforms. E then counts down to the Yth row in the GNDT (skipping The Gene Pool), where Y is the result of the DICEX roll.
The Lifeform may, when making a Feeding attempt, reroll eir target selection die once. Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This cannot result in a negative cost.

Digestion

  • Advanced by: Clucky
  • Cost: 50 DNA, 1 Complexity
  • Requirements: Body Mass 2
  • Effect: All Nutrition gains/losses from Feeding attempts made by the Lifeform are increased by 1.

Grazer

  • Advanced By: Clucky
  • Cost: 60 DNA, 2 Complexity
  • Requirements: Body Mass 3, Brain Size 2
  • Effect: The Lifeform gains +1 on all Foraging checks. Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This cannot result in a negative cost.

Herbivore

  • Advanced by: BobTHJ
  • Cost: 40 DNA, 1 Complexity
  • Requirements: Must not have Carnivore or Omnivore
  • Effect: The Lifeform may only make Foraging attempts. That is, the Lifeform’s Feeding target is always The Gene Pool.
The Lifeform gains +1 on all Foraging checks. Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This cannot result in a negative cost.

Hibernation

  • Advanced by: Daily Advancement (4/22)
  • Cost: 40 DNA, 2 Complexity
  • Requirements: Unique Ability 2
  • Effect: If the Lifeform has not performed any Gameplay Actions listed in the Rule Energy today, e may gain 1 Nutrition. After using this Trait, the Lifeform may not perform any Gameplay Action listed in the Rule Energy for the remainder of the day.

Legs

  • Advanced by: Daily Advancement (4/26)
  • Cost: 40 DNA, 2 Complexity
  • Requirements: Appendages 4
  • Effect: The Lifeform gains +1 to Appendages for the purposes of all Chase phase rolls.

Metabolism

  • Advanced by: Daily Advancement (4/23)
  • Cost: 30 DNA, 1 Complexity
  • Requirements: None
  • Effect: The Lifeform may often spend 3 Nutrition. If e does so, e gains 1 Energy.

Omnivore

  • Advanced by: Daily Advancement (4/24)
  • Cost: 40 DNA, 1 Complexity
  • Requirements: Must not have Carnivore or Herbivore.
  • Effect: The Lifeform may choose whether to Hunt or Forage when making Feeding attempts. That is, when making a Feeding attempt, e may choose whether to follow the procedure listed in the first paragraph of Carnivore or Herbivore.
Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This cannot result in a negative cost.

Stalking

  • Advanced by: Amnistar
  • Cost: 60 DNA, 2 Complexity
  • Requirements: Body Mass 3, Brain Size 2
  • Effect: Whenever the Lifeform rolls a target selection DICE, e may choose to select a target as if e had obtained a result one higher or one lower than the result of eir roll. This alteration can wrap (e.g. if the Lifeform rolled X on a DICEX target selection roll, e may choose to target a Lifeform as if e had rolled a 1, X, or X-1). Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This cannot result in a negative cost.

Rapid Mutation

  • Advanced by: BobTHJ
  • Cost: 40DNA Points, 1 Complexity
  • Requirements: None
  • Effect: This Trait does nothing.

Ears

Sensitive Ears

  • Cost: 40 DNA, 2 Complexity
  • Requirements: Facial Features 1, Appendages 1 Must not have any other trait with the word “ears” in it’s name.
  • Effect: When the Lifeform with this trait is the target of a Hunting Lifeform, E gains +1 to the roll made during the Chase phase.

Flashy Ears

  • Cost: 30 DNA, 2 Complexity
  • Requirements: Facial Features 1, Unique Ability 2 Must not have any other trait with the word “ears” in it’s name.
  • ’’’Effect’’’: When performing the Reproduce action, gain an extra 7 DNA

Directional Ears

  • Cost: 45 DNA, 2 Complexity
  • Requirements: Brain 2, Facial Features 2, Must not have any other trait with the word “ears” in it’s name, must have Stalking.
  • Effect: When using the Stalking Ability the creature may increase or decrease the roll by 1 or 2. This alteration can wrap (e.g. if the Lifeform rolled X on a DICEX target selection roll, e may choose to target a Lifeform as if e had rolled a 1, 2, X, X-1, or X-2).

Simple Ears

  • Cost: 15 DNA
  • Requirements: Facial Features 1, Must not have any other trait with the word “ears” in it’s name.
  • Effect: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is, and treat the number of Traits as 3 less.

Eyes

Telescopic Eyes

  • Cost: 60 DNA, 2 Complexity
  • Requirements: Facial Features 1, Brain 2, Must not have any other trait with the word “eyes” in it’s name.
  • Effect: Whenever the Lifeform is performing a Feeding Action, add +1 to the first roll made during the Chase phase.

Multi-Faceted Eyes

  • Cost: 45 DNA, 2 Complexity
  • Requirements: Facial Features 1, Must not have any other trait with the word “eyes” in it’s name.
  • Effect: Whenever the Lifeform makes a successful Foraging attempt, increase the DNA earned by 3

Protruding Eyes

  • Cost: 50 DNA, 2 Complexity
  • Requirements: Facial Features 1, Unique Ability 1, Must not have any other trait with the word “eyes” in it’s name.
  • Effect: Whenever the Lifeform increases the Current Bid under the rules of “Event” increase the Current Bid .25 for every point the Lifeform increases the bid by, this may result in a decimal number.

Simple Eyes

  • Cost: 15 DNA
  • Requirements: Facial Features 1, Must not have any other trait with the word “eyes” in it’s name.
  • Effect: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is, and treat the number of Traits as 3 less.

Noses

Trumpeting Nose

  • Cost: 50 DNA, 2 Complexity
  • Requirements: Facial Features 1, Appendages 1 Must not have any other trait with the word “nose” in it’s name.
  • Effect: Whenever the Lifeform performs the Community Service Action, that Lifeform gains 4 DNA, regardless of the target of the Community Service.

Scent Nose

  • Cost: 35 DNA, 2 Complexity
  • Requirements: Facial Features 2, Must not have any other trait with the word “nose” in it’s name.
  • Effect: Whenever the Lifeform is performing a Feeding Action, add +1 to the first roll made during the Chase phase.

Proboscus Nose

  • Cost: 40 DNA, 2 Complexity
  • Requirements: Facial Features 1, Must not have any other trait with the word “nose” in it’s name
  • Effect: Whenever the Lifeform makes a successful Foraging attempt, that lifeform gains 1 extra Nutrition

Simple Nose

  • Cost: 15 DNA
  • Requirements: Facial Features 1, Must not have any other trait with the word “nose” in it’s name.
  • Effect: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is, and treat the number of Traits as 3 less.

Inactive Traits

Adaptable

  • Cost: 80 DNA Points, 2 Complexity
  • Requirements: Brain Size 2, Unique Ability 2
  • Effect: This Lifeform may ignore Energy and Nutrition penalties of The Volcano.

Adrenaline

  • Cost: 75 DNA, 3 Complexity
  • Requirements: Body Size 3, Brains 2, Appendages 2, Unique Ability 1
  • Effect: The Lifeform may, each time e makes a Feeding attempt, spend 2 Nutrition. If e does, e gains +2 Appendages, +2 Facial Features for the purposes of the Feeding attempt and gains +10 DNA if the Feeding attempt is successful. If the creature during a Hunt targets another Lifeform that owns this trait and uses this trait’s ability by spending 2 Nutrition, the targeted Lifeform loses 2 Nutrition. The Hunting Lifeform does not gain the normal benefit of the trait in this case.

Blubber Layer

  • Cost: 40 DNA Points, 1 Complexity
  • Requirements: Body Mass 3
  • Effect: Occasionally, this Lifeform may pay 10 DNA Points to gain 1 Nutrition

Brood

  • Cost: 50 DNA, 1 Complexity
  • Requirement: Unique Ability 4, Litter
  • Effect: Whenever the Lifeform Reproduces, e gains 1 Nutrition.

Culture

  • Cost: 100 DNA, 10 Complexity
  • Requirements: Brains 5, Unique Ability 6
  • Effect: The Lifeform may often transfer a quantity of any one of eir numerical variables tracked in the GNDT by spending up to 20 of that variable and adding an equal number to that variable of another Lifeform. That Lifeform may choose to reciprocate within 48 hours by performing the same procedure, but with the original Lifeform as the target. This reciprocation may not choose the same variable as the originating transfer.

Energetic

  • Cost: 100 DNA
  • Requirement: Appendeges 3
  • Effect: This Lifeform’s maximum energy value is increase by one. Upon loses this trait, the lifeform’s maximum energy value is reduced by one.

Fast Breeder

  • Cost: 100 DNA, 2 Complexity
  • Requirement: Unique Ability 2
  • Effect: Reproducing for the Lifeform costs 1 less Energy.

Family Structure

  • Cost: 80 DNA, 5 Complexity
  • Requirements: Unique Ability 4
  • Effect: Whenever the Lifeform makes a Reproduction or Community Service attempt, the DNA gained from the attempt is increased by 3.

Herd Tactics

  • Cost: 70 DNA, 3 Complexity
  • Requirements: Brains 2, Body Mass 2, Unique Ability 2
  • Effect: If the Lifeform is a target of a Hunt and the Hunt is Reversed, the Hunting Lifeform loses twice the DNA e would normally lose from a reversed Hunt.

Light Sleeper

  • Cost: 100 DNA
  • Requirement: Brain Size 3
  • Effect: This Lifeform’s maximum energy value is increase by one. Upon loses this trait, the lifeform’s maximum energy value is reduced by one.

Litter

  • Cost: 80 DNA, 2 Complexity
  • Requirement: Unique Ability 3, Fast Breeder
  • Effect: The Lifeform may count eir Unique Ability as being 5 points higher for the purposes of reproduction.

Photosynthetic

  • Cost: 80 DNA, 2 Complexity
  • Requirement: Unique Ability 3
  • Effect: The Lifeform gains 7 additional DNA every time e Reproduces.

Poisoned

  • Cost: This trait can not be bought or advanced
  • Requirements: None
  • Effect: This Lifeform may not gain Energy. At any time, the Lifeform may pay 40 DNA Points to remove this trait. When they do, for each full day this Lifeform has had the Poisoned trait, it loses 1 Nutrition.

Prehensility

  • Cost: 60 DNA, 2 Complexity
  • Requirements: Appendages 4, must own Arms, Legs, or Tail.
  • Effect: The Lifeform gains +1 to Facial Features for the purposes of all Fight phase rolls.

Sentience

  • Cost: Infinite DNA, Infinite Complexity; Sentience cannot be Upgraded, Advanced or moved to the Active List except by game actions/effects that specifically refer to it.
  • Requirements: Must have at least 5 of the following Traits: Culture, Language, Memory, Nervous System, Reasoning, Tool Use
  • Effect: If the Lifeform has owned Sentience for at least the past 96 hours, e has achieved victory.

Tail

  • Cost: 40 DNA, 2 Complexity
  • Requirements: Appendages 3, 1 Unique Ability
  • Effect: The Lifeform gains +1 to Appendages for the purposes of all Chase Phase rolls.

Tool Use

  • Cost: 80 DNA, 8 Complexity
  • Requirements: Brains 4, Appendages 5, must have Prehensility
  • Effect: The Lifeform gains +1 to all Evolutionary Variables for the purpose of Feeding. Gains +1 on all Foraging checks.

Trample

  • Cost: 60 DNA Points
  • Requirements: Body Mass 4
  • Effect: Whenever this Lifeform is the target of a Hunt, if the Hunting Lifeform fails the Chase Phase, that Lifeform loses 20 DNA Points and its Energy is set to -3.

Tribal Structure

  • Cost: 60 DNA, 6 Complexity
  • Requirements: Brains 4, Unique Ability 5, Must have at least 2 of the following Traits: Family, Herd Tactics, Pack Hunting
  • Effect: When the Lifeform performs Community Service, e may have the Lifeform gaining DNA from eir Community Service attempt instead gain either half (rounded down) or double the DNA that Lifeform would normally gain.

Venomous Spit

  • Cost: 60 DNA Points, 3 Complexity
  • Requirements: Facial Features 3
  • Effect: When this Lifeform is being hunted, if the hunt is reversed against the hunting Lifeform, that Lifeform gains the Poisoned Trait.

Wings

  • Cost:40 DNA Points, 4 Complexity
  • Requirements: Unique Ability 4
  • Effect: This Lifeform gains a +3 bonus to it’s rolls during the Chase Phase if it is being hunted, or if it is hunting.

Savage Fangs

Cost: 30 DNA Points, 2 Complexity Requirements: Facial Features 4 Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunting creature gains an additional 5 DNA points.

Telepathy

Cost: 60 DNA Points, 3 Complexity Requirements: Brain Size 4 Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Extensible Tongue

Cost: 70 DNA Points, 2 Complexity Requirements: Facial Features 2, Appendages 4 Effect: This creature gains an additional 1 Nourishment on a successful Forage attempt.

Steam Bladder

Cost: 60 DNA Points, 3 Complexity Requirements: Unique Ability 4 Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nourishment.