Traits
Flame Tips (Common)
Any of the other common head traits can be found with flaming tips, eg. horns that flicker into flames.
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Full Flame (Rare)
Species: Kyrlicht
Instead of simply flame tips, the entire things is now on fire, or flame shaped.
Full Flame (Rare)
Instead of simply flame tips, the entire things is now on fire, or flame shaped.
Multiple Sets (Rare)
A kyrlicht can have multiples of the head appendages, such as multiple sets of horns.
Also includes mix & match, such as having both head wings and antlers, and so on.
Only Humanoid Ears (Common)
Whoops! What happened here? This Kyrlicht seems to only have human-like ears.
This trait allows your Kyrlicht to only have humanoid ears, so no horns, mammal ears or head wings. These can be elven, human, gnomish and so on, as long as they are humanoid in appearance.
Irregular Shape (Rare)
A Kyrlicht can have irregular shaped head spheres. These can be more complicated, such as a teapot, or simple, like a heart. Note that the entire object, even if complicated, is made from the sphere.
Damaged (Rare)
The head spheres can be any level of damaged, but should still be recognizable. Does not include the shattered variation!
Canonically, a Kyrlicht will have a cracked sphere after deep emotional hurt or after a serious magical injury/battle.
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Shattered (HS) (Special)
Species: Kyrlicht
When a Kyrlicht encounters a near death scenario, they can be brought back from the brink by either other Kyrs pooling their magic until the Kyrlicht can start to heal themselves, or by a patron offering them a Deal with the Devil; a contract that saves the Kyrlicht but ultimately has them owe the patron a favor. Which is not a good thing.
They take on the appearance of multiple shards and can either simply float close to each other, or be connected via strands of Magic (appearance can vary, e.g. glowing strings, crackling lightning, etc).
Shattered (HS) (Special)
When a Kyrlicht encounters a near death scenario, they can be brought back from the brink by either other Kyrs pooling their magic until the Kyrlicht can start to heal themselves, or by a patron offering them a Deal with the Devil; a contract that saves the Kyrlicht but ultimately has them owe the patron a favor. Which is not a good thing.
They take on the appearance of multiple shards and can either simply float close to each other, or be connected via strands of Magic (appearance can vary, e.g. glowing strings, crackling lightning, etc).
Breached (Rare)
A Kyrlicht's material can be spilling out/growing out or similarly extruding out of the sphere.
Irregular Number Spheres (Rare)
The Kyrlicht can have anything between 1 - 4 head spheres, size doesn't matter as much.
Alternate Types Show
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No Spheres (Special)
Species: Kyrlicht
A fluke of magic, some Kyrlicht are able to survive without any head spheres. Canonically, this reducestheir ability to use magic to basically 0.
No Spheres (Special)
A fluke of magic, some Kyrlicht are able to survive without any head spheres. Canonically, this reducestheir ability to use magic to basically 0.
Sphere Adornments (Rare)
Some Kyrlicht are truly vain, or simply love a good sparkle. They've forged charms and trinkets to attach to their sphere, and showcase their personality better.
This trait allows for non-organic adornments, such as a metal bangle, charms, neon lights, etc. to be attached to the spheres - they can either float by them, or be attached more directly.
Animated Sphere (Special)
Allows your Kyrlicht to have moving Spheres; controlled by the Kyr or simply moving by themselves. Example: hand shaped spheres, or butterfly shaped, etc.
Regular Number Spheres (Common)
I count two head spheres - as it ought to be!
This trait guarantees your Kyrlicht to have the regular amount of head spheres: two.
Smoke Plumes (Special)
The patron's magic hangs around the Hound like a veil of smoke. Allows for the Hound to have cloud/smoke around their body.