Traits

Amputation Required

Category: Mutations

Trait Rules

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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.

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!

Dulled Senses

Category: Mutations

Trait Rules

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.

Seraph

Category: Mutations

Trait Rules

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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.

Eyeless

Category: Mutations

Trait Rules

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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.

Gemini

Category: Mutations

Trait Rules

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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.
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