Green traits are simply mostly positive traits. This means that the traits are mostly used in a greatly positive fashion. This does not mean that the green trait has to be always positive, it just has to be mostly positive.
Watch your step. +7 to the first attack on any enemy per expedition.
Upon getting hit, this creature automatically applies a random status effect to its attacker.
This creature is not affected by debuffs.
Upon being called out, summon one non ancient form of this creature with only one health point and no traits. This summon cannot be tamed.
All debuffs applied to this creature are also applied to its target.
Anytime this creature would get hit, roll a 6 sided dice, then lower the attacking roll by your roll. Natural 20 rolls are not affected.
Every member of this creature's species, including non ancient variations, gain this pet's traits as long as it's on the field. This includes those on its side, and those not.
As long as this pet is on the field you are considered "extremely rich." Any reasonable rolls involving money automatically succeed.
Upon being killed an identical member of this creature will appear to take its place in three turns. This only works in expeditions and not normal battles.
Now there's a swimmer! +5 to all rolls if in water.
Giving this creature direct attention will give it +1 per person to its next roll.
On the start of the expedition one item will be summoned into your inventory. This item depends on your capture creature.
The highest stage of [Loyal]. This pet will always defend its owner when they are attacked and will never disobey orders.
Two's company! This creature has a friend to tag along with it and act together as one unit. When separated, -5 to all rolls done by either individual party.
This capture creature can use electrical powers.
What a good boy! +5 to rolls involving charm or persuasion.
Your creature got some amazing spirit! Can use its turn to cheer and add +3 to a friend's next roll.
Birds love this fella! All avian on their team get a +2 boost to all actions. Birds who attack this creature do -5 less on their attacking roll.
Eh, you rolled close enough. 19 rolls count as a 20.
This pet loves dead bodies!.....Wait...what!?!?! +1 to all rolls per person who is dead.
If attacked this creature will ALWAYS counter instantly with a -5 roll. This does not take up its turn.
Mythical only trait. Any being this pet hits instantly is defeated. It ALWAYS wins clashes.
ALL anomalies gain -5 to all rolls. This includes creatures such as blorts.
No one will die in vain. Each time someone dies, this creature's next roll will be 20.
This creature has some sturdy armor. -3 to attacks aimed at it.
For every roll below five this game, add +1 to all rolls it does.
This creature is great with money! How... did you train it to do that? +5 to rolls involving trading or bartering.
This pet rerolls their first failing roll automatically.
This pet is immune to all situations that cause panicking or fear.
This pet can attack twice in a turn.
Mythical only trait. When the enemy has a status effect, double all rolls aimed towards it. If anyone on its team gains a status effect, it attacks that pet instead.
This creature is not affected by element based attacks like fire.
While this pet is on the field all dice from the enemy team that are buffed by more than +5 are lowered to just +5.
This pet is capable of reaching a new, non-ancient form.
If a creature's owner dies, this creature can act as owner for it, up to one creature.
If this is the final standing pet on this team, its next roll will be +20. Afterwards this trait is removed.
This creature can sniff everything out! +5 to all rolls involving looking for items.
This pet is unaffected by fire.
This creature has the power to shoot or start fires.
This creature always dodges the first attacked aimed at them.
For this pet's first turn it will always move first.
This fella can fly! Not only that, but it can carry you with it.
This pet loves to follow you no matter what! Every expedition you go on has a 1 in 4 chance of having this pet tag along without taking up a slot.
This pet loves everyone! Even if its owner is knocked out this pet will be loyal to anyone else on its team, even other pets.
This creature gains +1 for every person on its team. Maxes out at + 4.
Killing this creature in a game will spawn a new common creature. Only works twice.
This creature is great at most games! +4 to all rolls involving games.
On release, this pet picks a random fauna from the opposing team, or if none can be found, from its team. The pet then swaps its first green trait with that pet's first green trait before deleting [Green Swap]. All [Swap] traits are skipped over if it is the first valid trait the pet(s) have. This trait deletes itself if no valid trade can be found.
After attacking this pet is allowed to switch to another pet on the team. There is no limit to usage.
This pet cannot be targeted by anyone on its team for any reason.
Upon being sent out, heal a random hurt teammate by one health point. If no one is harmed this trait does nothing.
What a healthy looking pet! This creature has one more hit point than normal.
Mythical only trait. Every 3rd turn, this pet automatically kills an enemy and regains all of its health. This trait cannot be circumvented, removed, transferred, or copied to another creature.
This pet is too pretty to get hurt! When attacked roll a 3 sided die, if 3 is rolled the attack is failed. If used during hunts, fauna become slightly easier to catch.
This creature can use its frosty powers to freeze objects or damage others.
This creature either can become invisible for one turn or is very good at hiding. It can do this twice in an expedition.
Big leaps going on! +5 to any roll that involves jumping.
All attacks that have a TOTAL of 20 or above have their roll lowered by 10.
If this pet is defeated do 1 damage to the person that defeated it.
This creature is able to levitate objects using their anomalous powers.
They love you! This creature will never attack or harm you intentionally.
This creature is loyal to whoever they are aligned with and it would take a lot to ever drag them away from that.
Hitting this pet gives it a +3 to all rolls.
It's time to mess everything up! +1 to every roll for every turn spent making a mess. (Caps at +10)
All miracle rolls are now a flip. Stat changes do not affect this flip.
This creature can revive one person per expedition. That person now has -5 to all rolls.
This is just a slightly good pet. +1 to all rolls.
This creature does not need to roll to pick up or move most reasonable sized objects.
Saying something positive about your species adds +1 to all rolls, up to +5.
The first two children from this pet will be pedigree. The pet will become unbreedable afterwards.
Every time this capture creature hits something, money flies out.
Biting into, or eating any part of this creature will inflict poisoning on the attacker/consumer.
Where it would fail an action this creature instead makes a nearly harmless error.
This creature makes everyone feel amazing! +1 to all rolls for everyone on the team.
This creature's basic existence makes the owner feel way more powerful! +3 to any rolls the trainer does.
Bringing this pet on an expo will cause it to spawn another pet afterwards as long as the pet was not knocked out. This pet will then lose this trait.
Physical touches or attacks to this creature will slightly hurt the other party.
If not hit in two turns this pet regains a bit of its health or recovers from any aliments.
Every time this creature fails a roll its next roll will be +5.
Loyalty has a price, and this pet can pay it. As long as it's on the field [Loyal] and [Best Friend] pets will join the opposing team.
This pet was made to be ridden! Even if this pet is not typically of a species trained for riding it not only can carry its owner, but other people on its back with no worries.
This creature can shoot lasers. Yeah. Really.
Now that's a speedy creature! This fellow doesn't need to roll for an escape attempt.
Your creature's death will not be in vain. If killed give +20 to the next roll of one of your friends.
This creature is horrifying! It gains a +5 to intimidation rolls.
This pet gains +1 to its rolls for every red trait its active team members have.
If killed or knocked out, roll every turn. If a 20 is rolled this creature will be resurrected or woken up.
When hit roll a four sided die. If a four is rolled, ignore the damage.
This pet knows how to spin a howl! +5 to any musical based rolls.
Now that's a smart creature! If asked this pet will give a hint to help with the expedition.
This creature is able to shoot out smoke.
This is one quick fella! +3 to all speed based rolls.
For every active enemy this pet has, gain +1 to all rolls.
This creature is immune to status effects, (ex: Sleep, Stun, Poison, Burn) this does not apply to debuffs.
This pet loves you. It can be taken with you without removing a slot from your team. Do beware. If this creature becomes upset this trait may become [Extreme Stalker].
This little pal is still learning! +1 to all rolls per expedition it goes on. Caps at +4.
Instant kill/knockout attacks or events doesn't take this creature out.
+2 to all actions if another member of its species is in the group.
This pet always moves first. If another pet has a move first trait that isn't [Swift] that pet moves first.
There's some sticky fingers. This creature can steal one item without a roll.
This creature is amazing at throwing! +5 to any roll that involves throwing.
This pet is unable to be put into a bad mood, no matter the situation. This trait cannot be taken from it.
Reveal the stats/ability of one opponent capture creature.
This pet can walk on walls!
When danger is near, this creature will warn you, as such you or your party can never be surprised attack.
This creature is trained to fight. +3 to all attacks.
This creature is able to spit out a liquid at high speeds.
This creature nullifies both the positive and negative effects of any weather for everyone.
This creature knows all the tricks! +3 to all rolls.
Upon arriving to any location, the location is considered wet or waterlogged. This prevents fires from happening and causes the same effects the landscape would have if it were in water. This effect stays for a short time even after it leaves.
Anytime someone unintentionally falls down / trips, this creature's next roll will be 15.