Traits
Seraph
Category: Mutations
Seraph adds an extra set of wings to the Kalacros born with this mutation. This does provide them some extra mobility, but comes at the cost of having to protect yet another set of wings.
This mutation gives a +1 to Speed, but takes away a -1 from Defense.
When designing, Seraph can display the same markings as the main wings, or display any markings that have allowance to cover the wings as a section. In addition, if the Seraph wings cover a portion of the body with markings, you are required to include a version without the Seraph mutation showing at Design Approval.
This mutation gives a +1 to Speed, but takes away a -1 from Defense.
When designing, Seraph can display the same markings as the main wings, or display any markings that have allowance to cover the wings as a section. In addition, if the Seraph wings cover a portion of the body with markings, you are required to include a version without the Seraph mutation showing at Design Approval.
Dulled Senses
Category: Mutations
The loss of a sense can be from birth, or acquired through the course of one's life.
This disability comes with a -1 to a stat of your choice, even if Acquired. Lore-wise, this can take a multitude of forms for your Kalacros; it could be that they have a poor sense of smell, or partial deafness. Perhaps they are near sighted, or have trouble keeping their balance more than other Kalacros.
Dulled Senses is not required to show visibly, but does allow for Blindness to change how the eyes look! The easiest way to do this is to make the pupil white or off-white, but so long as it is lighter than and still matches the general eye color you do have some freedom. You may also make the entire eye white or off white.
If depicted this way, Blindness is not required to display in both eyes, but should be obvious in at least one of them!
Kalacros who have Dulled Senses must include one of the Disability Prompts in their Ancient Journey training!
In the event that a Kalacros who acquired Dulled Senses later in life has already completed their Ancient Journeys, they are not required to complete an additional prompt to continue breeding; it is assumed that they have the experience by that point to parse out their new experience in their own time and way.
This disability comes with a -1 to a stat of your choice, even if Acquired. Lore-wise, this can take a multitude of forms for your Kalacros; it could be that they have a poor sense of smell, or partial deafness. Perhaps they are near sighted, or have trouble keeping their balance more than other Kalacros.
Dulled Senses is not required to show visibly, but does allow for Blindness to change how the eyes look! The easiest way to do this is to make the pupil white or off-white, but so long as it is lighter than and still matches the general eye color you do have some freedom. You may also make the entire eye white or off white.
If depicted this way, Blindness is not required to display in both eyes, but should be obvious in at least one of them!
Kalacros who have Dulled Senses must include one of the Disability Prompts in their Ancient Journey training!
In the event that a Kalacros who acquired Dulled Senses later in life has already completed their Ancient Journeys, they are not required to complete an additional prompt to continue breeding; it is assumed that they have the experience by that point to parse out their new experience in their own time and way.
Eider
Category: Mutations
Eidos transforms the wings of the kalacros into feathered wings, reminiscent of birds.
It's feather's are wide and sturdy with 5 longer feathers on each 'finger'.
This mutation does not come in different wing shapes and must be applied to the Spindrift variant of the import.
Eidos will give the kalacros a boost of +1 int and 1+ def.
It's feather's are wide and sturdy with 5 longer feathers on each 'finger'.
This mutation does not come in different wing shapes and must be applied to the Spindrift variant of the import.
Eidos will give the kalacros a boost of +1 int and 1+ def.
Amputation Required
Category: Mutations
Sometimes, Kala pups are born without a certain limb, or had to have one amputated at birth for their own well-being.
A Kalacros with an amputation has a -2 to a physical stat of your choice; Attack, Defense, or Speed.
A maximum of 2 limbs can be amputated with this mutation.
There are a few limb restrictions; Heads, even the extra provided by Gemini, cannot be amputated.
If a leg is amputated then you must provide a prosthetic for your Kalacros at upload, as a Kalacros cannot live a normal life without a functional pair of legs.
In addition, the Amputation Requirement can only take one full wing, and up to the wrist of the other at the absolute most. Anything beyond that will require an Amputation Token, and will require a prosthetic for your Kalacros at upload - Kalacros are simply not made to move around without their wings, and require some stand-in.
Kalas with the Amputation Required status must include one of the Disability Prompts in their Ancient Journey training!
A Kalacros with an amputation has a -2 to a physical stat of your choice; Attack, Defense, or Speed.
A maximum of 2 limbs can be amputated with this mutation.
What can be amputated?
You can amputate the legs, wings, and/or tail. You do not have to pick two of the same limb to amputate, nor do you have to take the entire limb off. However, the removal should be significant; simply taking several toes, or the tip of the tail, will not suffice for this requirement.There are a few limb restrictions; Heads, even the extra provided by Gemini, cannot be amputated.
If a leg is amputated then you must provide a prosthetic for your Kalacros at upload, as a Kalacros cannot live a normal life without a functional pair of legs.
In addition, the Amputation Requirement can only take one full wing, and up to the wrist of the other at the absolute most. Anything beyond that will require an Amputation Token, and will require a prosthetic for your Kalacros at upload - Kalacros are simply not made to move around without their wings, and require some stand-in.
Kalas with the Amputation Required status must include one of the Disability Prompts in their Ancient Journey training!
Eyeless
Category: Mutations
In rare cases of inbreeding, sometimes bittens are hatched without eyes entirely.
Eyeless Kalacros receive a -1 in two physical stats of your choice!
Physical stats include Attack, Defense, or Speed.
When designing Eyeless, you may erase the lineart completely, leaving the brow ridge, or add in a line to indicate the eye has simply grown shut. You should not simply color the eye black!
Eyeless may be acquired later in life through the usage of Large Warrior's Marks, but must clearly display some scarring to indicate the injury.
Kalacros who are Eyeless must include one of the Disability Prompts in their Ancient Journey training!
In the event that a Kalacros who became Eyeless later in life has already completed their Ancient Journeys, they are not required to complete an additional prompt to continue breeding; it is assumed that they have the experience by that point to parse out their new life in their own time and way.
Eyeless Kalacros receive a -1 in two physical stats of your choice!
Physical stats include Attack, Defense, or Speed.
When designing Eyeless, you may erase the lineart completely, leaving the brow ridge, or add in a line to indicate the eye has simply grown shut. You should not simply color the eye black!
Eyeless may be acquired later in life through the usage of Large Warrior's Marks, but must clearly display some scarring to indicate the injury.
Kalacros who are Eyeless must include one of the Disability Prompts in their Ancient Journey training!
In the event that a Kalacros who became Eyeless later in life has already completed their Ancient Journeys, they are not required to complete an additional prompt to continue breeding; it is assumed that they have the experience by that point to parse out their new life in their own time and way.
Gemini
Category: Mutations
Gemini is a mutation that is usually lethal; it happens when two eggs fuse together before being laid into the nest. In the rare cases of survival, the second head may develop its own personality and opinions, separate from the "main" head, and have varying degrees of control over limbs and bodily functions.
This mutation gives a +1 to Intelligence, but a -1 to Speed.
Currently, you can edit the template at the Design Approval phase to add horns, ears, or the mane to the second head in order to match the first one! The added traits should look as close to default traits as possible.
This mutation gives a +1 to Intelligence, but a -1 to Speed.
Currently, you can edit the template at the Design Approval phase to add horns, ears, or the mane to the second head in order to match the first one! The added traits should look as close to default traits as possible.
Club
Category: Mutations
Club mutates a Kalacros' tail into a deadly weapon, granting them a +1 to Attack.
When designing, Club follows the rules below. Can show some shading and/or lighting Can be a solid color; derived from the base coat, tan, grey, white, or black Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can continue onto the plates, or simply appear on them if they don't already cover that area. For example, a Kalacros with Magma could include specifically the plates of the Club tail as its Tail Area Coverage, or a Kalacros with Underbelly could simply have the plates be their own, separate color as drawn from the rules above.
Rare markings, such as Prisma, can alter the color allowances for Club.
When designing, Club follows the rules below. Can show some shading and/or lighting Can be a solid color; derived from the base coat, tan, grey, white, or black Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can continue onto the plates, or simply appear on them if they don't already cover that area. For example, a Kalacros with Magma could include specifically the plates of the Club tail as its Tail Area Coverage, or a Kalacros with Underbelly could simply have the plates be their own, separate color as drawn from the rules above.
Rare markings, such as Prisma, can alter the color allowances for Club.
Kite
Category: Mutations
Before the arrival of ERR404, nobody had ever heard of the Kite mutation. Now though, it seems to be appearing randomly in nests, and with the usage of certain charms...
Kite creates an extra set of wings flowing down the tail. It may be modded to better resemble the original tail type after upload.
Kite gives a +1 to Speed, and a -1 to Defense.
When designing, any markings that can show on the wings can be echoed onto the ridge created by Kite. For markings like Above Halo, it can either entirely cover the ridge, or create a similar gradient effect on the edges going down the tail.
Kite creates an extra set of wings flowing down the tail. It may be modded to better resemble the original tail type after upload.
Kite gives a +1 to Speed, and a -1 to Defense.
When designing, any markings that can show on the wings can be echoed onto the ridge created by Kite. For markings like Above Halo, it can either entirely cover the ridge, or create a similar gradient effect on the edges going down the tail.
Crystalline
Category: Mutations
Crystalline causes crystal growths to form on your Kalacros! They are surprisingly hard, able to resist most direct impact, and can take many appearances. Though limited, research has suggested the crystals actually boost magical ability.
This mutation gives a +2 to Intelligence.
When designing, Crystalline can display up to four distinct colors. These don't need to be drawn from the Kalacros, or follow coat/marking rules other than avoiding Prisma's saturation level at base, if Prisma isn't present. It can be a gradient across the crystals, flecks in the gem, or layers. If you can find a crystal in our world to draw from, it's likely allowable for this mutation!
With Bicolor, it can display up to seven distinct colors, but cannot effect a marking if used on Crystalline.
This mutation gives a +2 to Intelligence.
When designing, Crystalline can display up to four distinct colors. These don't need to be drawn from the Kalacros, or follow coat/marking rules other than avoiding Prisma's saturation level at base, if Prisma isn't present. It can be a gradient across the crystals, flecks in the gem, or layers. If you can find a crystal in our world to draw from, it's likely allowable for this mutation!
With Bicolor, it can display up to seven distinct colors, but cannot effect a marking if used on Crystalline.
Heterochromia
Category: Mutations
Heterochromia is a mutation that effects only the eyes of the Kalacros!
As per the example, it can take many forms.
The first three display Sectoral Heterochromia, where two different colors show in the eyes. This can be mirrored, or only show in one eye.
The latter two examples display Complete Heterochromia, where each eye is a different color. This can also effect the sclera, making it two different colors and even tinting it slightly more than is normally allowed.
Feathers
Category: Mutations
This mutation causes feathers to sprout across the Kalacros' body!
This mutation gives a +1 to Speed.
When designing, Feathers follow the rules below:
Can be a solid color; derived from the base coat, black, or white Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can show on the feathers, or mirror onto them if they don't go across the area. For example, a Kalacros with Tabby could either have the Tabby stripes continue across the feathers, and/or show Tabby pattern on the other feathers even if the marking doesn't touch them.
Rare markings, such as Prisma, can alter the color allowances for the feathers.
This mutation gives a +1 to Speed.
When designing, Feathers follow the rules below:
Can be a solid color; derived from the base coat, black, or white Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can show on the feathers, or mirror onto them if they don't go across the area. For example, a Kalacros with Tabby could either have the Tabby stripes continue across the feathers, and/or show Tabby pattern on the other feathers even if the marking doesn't touch them.
Rare markings, such as Prisma, can alter the color allowances for the feathers.
Scales
Category: Mutations
his mutation creates scales like armor across the Kalacros, giving them quite a benefit in battles.
This mutation gives a +2 to Defence!
When designing, Scales follow the rules below.
Can show some shading and/or lighting Can be a solid color; derived from the base coat, black, or white Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can show on scales, or mirror onto them if they don't go across the area.
For example, a Kalacros with Tabby could either have the Tabby stripes continue across the scales on the hip, and/or show Tabby pattern on the other scales even if the marking doesn't touch them.
Rare markings, such as Prisma, can alter the color allowances for Scales.
This mutation gives a +2 to Defence!
When designing, Scales follow the rules below.
Can show some shading and/or lighting Can be a solid color; derived from the base coat, black, or white Can display a gradient; the gradient can be based on the coat, be a natural color, or otherwise follow marking color rules.
In addition, markings can show on scales, or mirror onto them if they don't go across the area.
For example, a Kalacros with Tabby could either have the Tabby stripes continue across the scales on the hip, and/or show Tabby pattern on the other scales even if the marking doesn't touch them.
Rare markings, such as Prisma, can alter the color allowances for Scales.
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