Post by Ibur on May 30, 2010 20:55:00 GMT -5
Chrono Stars focuses on the planets Drio and Nicta; there are five races between these two planets, and members may make characters of the Drio and Nicta-native races at any given time, which are listed here as the "main races". However, when a planet is selected as an "event planet", members may make characters of a race that is native to that planet.
Main Races --
Alove, Eidolon sapiens: This small race resembles bats -- most have large, pointed ears, but there are some with rounded ears. Since their forearms only have three fingers available for use (as the other two fingers are like a bat's fingers, which support the wing), many aloves prefer to use their prehensile feet for using or holding objects. They are particularly famous for their hairstyles, which are usually gelled in outlandish positions. Some of these hairstyles can range from "insanely cool looking" to "demented creature". Aloves rarely exceed four feet in height.
Racial Abilities:
Cainos, Canis sapiens: The mighty bipedal canines of Nicta, the cainoses can vary drastically in appearance; some may resemble a wolf, others may resemble a fox or even a poodle. Having extremely strong vocal cords, cainoses are known for being able to use sound-based abilities and, on the more comical front, for often being avid talkers or having a resonating voice. While most cainoses no longer identify themselves as their subspecies (e.g. dhole, coyote, jackal), there are still some who come from "pure" lineages that look down on the mix-blooded "mutts".
Racial Abilities:
Kannar, Cernunnos sapiens: One of the few races to have actively resisted "modernization", the proud kannars are native to Nicta. Though they look a bit like cainoses, they are in fact very distantly related, biology-wise. They live in tribes usually governed by by a council of elders or a head leader, sometimes even both. Males have deer-like antlers atop their head, whereas the females have a single unicorn-like horn protruding from their forehead. With their very long ears and keen sense of smell, kannars are masters of the hunt.
Racial Abilities:
Noctra, Rattus sapiens: The industrious noctras of Nicta are primarily responsible for their planet's economic boom. Most of Nicta's economic geniuses were noctras, and even ones that don't have as much fame tend to be convincing talkers and cunning schemers. They are much like rats, and are very at home in the city, though there are many noctras who prefer the countryside to the bustling city life. Many noctras come from very large families -- they say that family reunions are always a party with noctras.
Racial Abilities:
Zaurus, Tapejara sapiens: The only native race to Drio, the zaurus race is much like pterodactyls. With short legs, a long beak and a crest of some sort at the back of their head (which can vary from individual to individual, ranging from something very dorsal fin-esque to a bunch of small spikes), these creatures are right at home in the air and usually dwell within areas with high altitude. Used to living in very extreme and perilous conditions, the zaurus race has a reputation for being tenacious and incredibly enduring.
Racial Abilities:
Event Races:
These races may only have characters from them created during their event planet's time (which is listed below their racial abilities) or if given as a prize from a contest.
Cabarian, Sciurus sapiens: Comparable in size to aloves, the cabarians look a great deal like bipedal squirrels, especially with their large, bushy tails. The vast majority of them have grey or red-brown fur. Though they have wings on their backs, they are incapable of flight, and these fairy-like wings, which often resemble the wings of insects, are more a pair of vestigial appendages than anything else. They're generally good at climbing things and are rather nimble overall -- however, there are no cabarians who can glide like flying squirrels, despite the prominence of the "flying cabarian" in popular media.
Racial Abilities:
Planet: Cabaria
Cabarus Alpha, Machina sapiens: The only inorganic race, the cabarus alphas are android robots with constantly growing minds and unique personalities, making them just as capable of independent thought as any organic Kylian and considered beings of true sentience and sapience. They are capable of altering their shape via "forms", though not to the extent that other shape-shifting races can. Contrary to urban legends and myths, cabarus alphas' voices are not mechanical in the slightest due to their very advanced voice chips. Because of their ability to download information from special computer terminals, which includes language files, cabarus alphas are frequently translators or ambassadors to areas that do not speak Standard Kylian.
Racial Abilities:
Planet: Cabaria
Darkrunner, Velociraptor sapiens: A race consisting of bipedal velociraptors, the darkrunners are known for their feathered crests atop their head and large, scythe-like toe-claws; they rarely wear shoes because of these large toes, but there are special darkrunner shoes that simply have a hole for this large toe. Unlike true raptors, darkrunners do not have feathers all over their body; they only have the aforementioned crest and sometimes bunches of feathers extending from their elbows or ankles. Their name comes from their ability to vanish into the shadows at will, and they have been enemies to the lightfoot race for thousands of years.
Racial Abilities:
Planet: Kyrol
Doeron, Dracojaconis sapiens: As one of the few quadruped races, the doerons truly stand out in a crowd; they are heavyset, winged dragons often bearing spikes, sharp claws and large horns. They have numerous subspecies that can vary drastically in appearance, such as the four-eyed doerons called the zieri and the ones with webbed feet called the omeri. Intermarriage among subspecies is common, and individuals with a mixed heritage usually identify as their mother's subspecies. Virtually every doeron wears a necklace inlaid with a special gem called a "soul gem". The necklace grows with its wearer and is iconic of the race, and every doeron-specific culture that has the soul gem also has special rites related to it.
Racial Abilities:
Planet: Dracostar
Draconum, Dracoanimalia sapiens: Like the doerons, the draconums are quadruped dragons -- however, draconums have the head, tail and feet of a particular animal, and they are much larger in size than the doerons. Whichever animal it is can vary drastically, from fish or birds to foxes or cats. This animal aspect is called the individual's "totem", and is passed down genetically. Draconums can grow to be about thirty to forty feet long (excluding tail length) and even fifteen feet in height, but many of them voluntarily inhibit their growth by eating a particular fruit colloquially called "growth reverser" (its proper name is "flemip"). This fruit, if eaten when the draconum is still growing (which means it must be consumed before reaching adulthood) will cause the draconum's size to stop at around fifteen to twenty feet in length (again, excluding the tail) and six to eight feet in height.
Racial Abilities:
Planet: Dracostar
Edath Imp, Everto sapiens: One of the most widespread Sigzlorian races, the edath imps are reputed for their natural flexibility. Despite how widespread they are, almost all edath imps hold onto the "traditional" edath imp traditions of taking the name of one of their parents (usually the father for males and the mother for females) as their surname plus "slo" for a male edath imp or "sla" for a female one, leading to names such as Evo Geridslo or Ametia Delinasla. Edath imp heads are somewhat oval-shaped due to their rounded, broad snouts, and they have large, floppy ears that are similar to the laref imp race. Edath imps have tails that end in an arrow-like point and tend to have dark colored fur, which led to tumorian explorers from millenniums ago to assume them to be demons.
Racial Abilities:
Home Planet: Sigzlor
Human, Homo sapiens: At one point, humans with pointed ears were considered a separate subspecies of human; however, it was later found to just be an allele of ear shape in the human gene pool, much like skin color or hair color. Humans are known for their versatility in technology and are often marketed to specifically due to how similar they are to other races while lacking some of the more problematic traits that other races have, such as wings, claws or tails. Compared to the other races, humans have an oddly large amount of variation in the alleles that can dictate their appearance, and scientists speculate that it may have to do with Chrono mutations.
Racial Abilities:
Home Planet: Kes Joshawk
Laref Imp, Diruo sapiens: The second of the imp races, laref imps are white-furred and, unlike their edath imp cousins, have a variety of brightly colored markings. Their ears are similar to edath imps' as are their general body shapes, though laref imps have much longer fur, especially on their faces, and lack the sharp claws on their hands and feet that edath imps have. Laref imps also have a much more whip-like tail that is not pointed at the end. While not as physically strong as some of the other races, laref imp fighting styles are often considered synonymous with the phrase "mind over might", as they are masters of outsmarting much more powerful enemies.
Racial Abilities:
Home Planet: Olaka
Lightfoot, Macropus sapiens: The kangaroo-like denizens of Kyrol, lightfoots (the plural is not "lightfeet") are fantastic jumpers; however, the large feet that help them jump so far also make it difficult for them to wear shoes, and many of them forgo footwear entirely for this reason. They got their name for the myths that said they could walk on air. Though many lightfoots maintain that these legends have a basis in reality, no modern lightfoot has been found with this ability. Their limbs tend to be lanky while their torsos are a bit more muscular and slightly heavyset.
Racial Abilities:
Home Planet: Kyrol
Liralfoe, Pachydactylus quinque:[/url] The larger of the two reptilian denizens from Lyzots, liralfoes are stockily built and stand at about six feet tall on average. They have full heads of hair as well and usually have a horse-like mane that goes down their backs all the way to the very base or, less regularly, tip of their tails. They have five fingers on each hand and have rather squarish faces, lacking a well-pronounced forehead and eye ridges. While they do not have sharp claws, their natural sheer strength and ability to better easily utilize tools due to lack of claws makes up for it.
Racial Abilities:
Home Planet: Lyzots
Lizafos, Pachydactylus quattuor:[/url] Smaller and more lithe than their liralfoe counterparts, lizafoses have spikes instead of hair and have clawed hands and feet. Their height rarely exceeds five feet, and they are generally a small-looking race; in terms of size and body shape, they can be easily likened unto geckos. They have the remarkable ability to detach their tails and grow them back, though the regrowth process takes several months. Their snouts are round and they have ridges above their eyes that often have spikes, and their eyes are generally described as "snake-like" due to the pupil being more like a narrow slit than a circle. While lizafoses can have a variety of markings, spots are incredibly common among them; it's estimated that about half of the lizafos population has spots of some kind on their body.
Racial Abilities:
Home Planet: Lyzots
Morpher, Mutator sapiens:[/url] One of the few races able to change shape, the bipedal, triceratops-like morphers are mostly associated with turning their own bodies into weapons or turning into inanimate objects more than turning into animals, monsters or other races. They also have the unique ability to potentially turn another Kylian into a morpher through biting them, though a morpher bite does not always turn the victim into a morpher. "Pure" morphers -- that is, individuals born as morphers -- have long arms that go down to their knees and always have four fingers, whereas "impure" morphers' proportions will more closely resemble their original body (such as an originally-cabarian morpher being short and an originally-wolfgang one being tall, or an originally-noctra morpher having four fingers and an originally-human one having five fingers). All morphers have three horns (two atop the head and one on the snout), but males' horns "split" at the top to form three different points.
Racial Abilities:
Home Planet: Sigzlor
Oduron, Dracogiraffa sapiens:[/url] The only non-dragon quadruped race (despite their scientific name, odurons are not true dragons), odurons are covered head-to-toe in shaggy, brown fur. They have rather long necks, though nowhere near as long as a giraffe's, even relative to their body. The feet of odurons are clawed, which means they don't wear shoes, and they have rather long, fairly thick tails. They have somewhat large round ears and a rounded snout. Odurons also have very sharp hearing; many odurons are musically inclined and are born with perfect pitch (the ability to recognize a given note in music if heard), and their societies in the past were very music-oriented.
Racial Abilities:
Home Planet: Ultimaru
Ottlek, Lepus sapiens:[/url] Though they resemble rabbits, ottleks are actually one of the taller races in the Ailnyk Galaxy. Their long ears often help them seem even taller, though there are many ottleks whose ears "flop" down instead of sticking straight up. Additionally, ottleks' colorations are also very similar to that of regular rabbits, such as white with black splotches. Their tails don't resemble a rabbit's at all and more look like an otter's tail. Like lightfoots, ottleks have strong legs and are able to hop about very quickly, though nowhere near as far as a lightfoot can.
Racial Abilities:
Home Planet: Ultimaru
Rago (impure), Dracoelementum sapiens:[/url] The only race with a huge rift between subspecies, the ragos have been divided since a group of them made an exodus out of Dracostar thousands of years ago, according to legends maintained by both the "impure" ragos, which are bipedal, and the "pure" ones, which are quadrupeds. All ragos have fairly large, pointed ears and yellow "whites" of their eyes, and both pure and impure ragos have sharp claws, which leads to the impure ones forgoing footwear altogether. Ragos can be of a variety of colors, though they're rarely brightly-colored, and their markings can also vary drastically from individual to individual.
Racial Abilities:
Home Planet: Dracostar (pure), Streeg (impure)
Reot, Felis sapiens:[/url] Resembling bipedal cats, reots can look all sorts of cats, from tigers and lions to jaguars and lynxes, though they most often resemble domestic ones in terms of color and markings. They tend to be on the short side compared to other races, though heavyset reots are rather common. With nimble, flexible hands and intelligent minds, reots have been pioneers of technology for ages, and their societies place a huge emphasis on learning even just basic engineering at an early age.
Racial Abilities:
Home Planet: Beyne
Shape-shifter, Mutanus sapiens:[/url] Curiously human-looking for a race that lives off of Kes Joshawk, shape-shifters are often wrongly assumed to not be native to Sigzlor. Their "true" forms are shorter-than-average humans with pointed ears and differently colored markings all over their body; the markings vary between individual to individual and may be something as simple as green-tipped fingers on one shape-shifter and could be bright blue stripes on another. As these markings are genetic, family members often have the same or similar markings. Shape-shifters are able to change into other living creatures, but they most often take the form of monsters.
Racial Abilities:
Home Planet: Sigzlor
Sulevam, Homoaves sapiens:[/url] The form-changing race with the most limited ability to change shape, sulevams are associated with birds due to their innate ability to turn into one -- which bird it is depends on the individual, and it can range from parrots and flamingos to sparrows or hawks. Sulevams have a beak in place of where a human's nose would be; this beak is almost identical to their bird form's beak, though it is frequently larger in their "normal" form. Sulevams have pointed ears and usually have ruby-red eyes, but there are many individuals who also have dark grey (almost black) eyes.
Racial Abilities:
Home Planet: Kes Joshawk
Tiartzard, Ranalacerta sapiens:[/url] The only amphibious race in the galaxy, tiartzards have lungs and thus can breathe air, but their skin is able to exchange gases, and this is what enables them to breathe underwater. Tiartzards have a large shark-like dorsal fin on their back, and their tails end in a manner reminiscent of a shark's with the split end; the tail aids in steering underwater as well as increasing swimming speed, as do the tiartzards' naturally webbed hands and feet. They have fin-like appendages on their head which are sometimes wrongly assumed to be their ears due to their location; these fins are right next to their ear slits. The skin of tiartzards is often green or blue, but there are some white-skinned tiartzards.
Racial Abilities:
Home Planet: Olaka
Tumorian, Cutisareus sapiens:[/url] Tumorians have rather orange-looking skin and always have rounded ears, and overall look a great deal like humans (of course, the tumorian-centered Ailnyk Galaxy would think that humans look like tumorians rather than the other way around), save that they have four fingers and four toes. Furthermore, tumorians' eye color changes according to their mood; what color corresponds to what mood varies from individual to individual. They are very short-lived compared to the other races; tumorians most often die in their late 40s and early 50s because they age faster than the other races.
Racial Abilities:
Home Planet: Tumoria
Wolfgang, Lupusfalsus sapiens:[/url] Despite their name, wolfgangs do not look very much like wolves at all, as referenced by their scientific name. Wolfgangs have long whiskers and overall a rather cat-like face; many of them have manes like that of a lion, though females can also have these manes, and wolfgangs are most commonly grey-furred. If they don't have a mane, they have a bit of hair between their ears; wolfgang ears stick straight up but curve inwards towards the center of the head, sometimes giving the wolfgang the appearance of having a second pair of horns (they have small horns between their ears). Unlike cats, though, wolfgangs do not walk on their toes, and they do not have tails. Furthermore, wolfgangs have four-fingered tumorian-like hands with the exception of their thumb, which is a large claw.
Racial Abilities:
Home Planet: Sigzlor
On Hybrids:
Despite the close resemblance, humans, sulevams, tumorians and shape-shifters cannot produce children together. Similarly, morphers or shape-shifters who turn into a member of a different race cannot actually crossbreed and produce a child; they merely change their appearance when they change their shape, not their genetic code. Needless to say, cabarus alphas are completely inorganic and cannot reproduce.
The only two Kylian races that can crossbreed and produce children are, ironically, the lizafos and liralfoe races. Their children can look like a mix of the two parents or like one of the parents. Because there is a stigma on a liralfoe-lizafos hybrid in society, even by Kylians who aren't of either race, individuals with such mixed heritage often masquerade as one race or the other rather than admit to being a crossbreed.
Curiously enough, there are numerous rumors of human and tumorian crossbreeds existing; several hoaxes seem to come up each year in which somebody claims to have a tumorian and human parent. However, the existence of such a hybrid has never been proven, and it is largely disregarded as a myth.
Main Races --
Alove, Eidolon sapiens: This small race resembles bats -- most have large, pointed ears, but there are some with rounded ears. Since their forearms only have three fingers available for use (as the other two fingers are like a bat's fingers, which support the wing), many aloves prefer to use their prehensile feet for using or holding objects. They are particularly famous for their hairstyles, which are usually gelled in outlandish positions. Some of these hairstyles can range from "insanely cool looking" to "demented creature". Aloves rarely exceed four feet in height.
Racial Abilities:
- Flight: Soar high into the sky.
- Sonar Screech: Attempt to paralyze the foe for one turn and reveal invisible enemies.
Cainos, Canis sapiens: The mighty bipedal canines of Nicta, the cainoses can vary drastically in appearance; some may resemble a wolf, others may resemble a fox or even a poodle. Having extremely strong vocal cords, cainoses are known for being able to use sound-based abilities and, on the more comical front, for often being avid talkers or having a resonating voice. While most cainoses no longer identify themselves as their subspecies (e.g. dhole, coyote, jackal), there are still some who come from "pure" lineages that look down on the mix-blooded "mutts".
Racial Abilities:
- Leader of the Pack: Gain an additional three slots in a Chrono Ring to hold a monster.
- Battle Howl: Release a sharp, piercing battle cry that raises the strength of all allies (including the user).
Kannar, Cernunnos sapiens: One of the few races to have actively resisted "modernization", the proud kannars are native to Nicta. Though they look a bit like cainoses, they are in fact very distantly related, biology-wise. They live in tribes usually governed by by a council of elders or a head leader, sometimes even both. Males have deer-like antlers atop their head, whereas the females have a single unicorn-like horn protruding from their forehead. With their very long ears and keen sense of smell, kannars are masters of the hunt.
Racial Abilities:
- Beast Tongue: Communicate with monsters.
- Ancestral Guardian: Call upon an ancestral guardian to reduce damage taken in battle.
Noctra, Rattus sapiens: The industrious noctras of Nicta are primarily responsible for their planet's economic boom. Most of Nicta's economic geniuses were noctras, and even ones that don't have as much fame tend to be convincing talkers and cunning schemers. They are much like rats, and are very at home in the city, though there are many noctras who prefer the countryside to the bustling city life. Many noctras come from very large families -- they say that family reunions are always a party with noctras.
Racial Abilities:
- Economics 101: Receive a 25% discount on items bought in a store.
- Reduce, Reuse, Recycle: Items that are normally "consumed" upon use can be used twice as many times.
Zaurus, Tapejara sapiens: The only native race to Drio, the zaurus race is much like pterodactyls. With short legs, a long beak and a crest of some sort at the back of their head (which can vary from individual to individual, ranging from something very dorsal fin-esque to a bunch of small spikes), these creatures are right at home in the air and usually dwell within areas with high altitude. Used to living in very extreme and perilous conditions, the zaurus race has a reputation for being tenacious and incredibly enduring.
Racial Abilities:
- Flight: Soar high into the sky.
- Mithridatism: Immune to poison. Attack power increases when inflicted with a status ailment.
Event Races:
These races may only have characters from them created during their event planet's time (which is listed below their racial abilities) or if given as a prize from a contest.
Cabarian, Sciurus sapiens: Comparable in size to aloves, the cabarians look a great deal like bipedal squirrels, especially with their large, bushy tails. The vast majority of them have grey or red-brown fur. Though they have wings on their backs, they are incapable of flight, and these fairy-like wings, which often resemble the wings of insects, are more a pair of vestigial appendages than anything else. They're generally good at climbing things and are rather nimble overall -- however, there are no cabarians who can glide like flying squirrels, despite the prominence of the "flying cabarian" in popular media.
Racial Abilities:
- Scaler: Climb virtually any surface, even completely vertical ones, with ease.
- Great Leap: Jump over the enemy's head and strike from behind, dealing increased damage.
Planet: Cabaria
Cabarus Alpha, Machina sapiens: The only inorganic race, the cabarus alphas are android robots with constantly growing minds and unique personalities, making them just as capable of independent thought as any organic Kylian and considered beings of true sentience and sapience. They are capable of altering their shape via "forms", though not to the extent that other shape-shifting races can. Contrary to urban legends and myths, cabarus alphas' voices are not mechanical in the slightest due to their very advanced voice chips. Because of their ability to download information from special computer terminals, which includes language files, cabarus alphas are frequently translators or ambassadors to areas that do not speak Standard Kylian.
Racial Abilities:
- Multi-Form: Change into speed form, battle form or Kylian form.
- Lockdown: Purge the body of any status ailments.
Planet: Cabaria
Darkrunner, Velociraptor sapiens: A race consisting of bipedal velociraptors, the darkrunners are known for their feathered crests atop their head and large, scythe-like toe-claws; they rarely wear shoes because of these large toes, but there are special darkrunner shoes that simply have a hole for this large toe. Unlike true raptors, darkrunners do not have feathers all over their body; they only have the aforementioned crest and sometimes bunches of feathers extending from their elbows or ankles. Their name comes from their ability to vanish into the shadows at will, and they have been enemies to the lightfoot race for thousands of years.
Racial Abilities:
- Shadowstalk: Melt into the shadows for a short amount of time.
- Terrorize: Emit a shrill shriek with the crest flared and teeth bared, paralyzing the enemy with fear for an entire turn.
Planet: Kyrol
Doeron, Dracojaconis sapiens: As one of the few quadruped races, the doerons truly stand out in a crowd; they are heavyset, winged dragons often bearing spikes, sharp claws and large horns. They have numerous subspecies that can vary drastically in appearance, such as the four-eyed doerons called the zieri and the ones with webbed feet called the omeri. Intermarriage among subspecies is common, and individuals with a mixed heritage usually identify as their mother's subspecies. Virtually every doeron wears a necklace inlaid with a special gem called a "soul gem". The necklace grows with its wearer and is iconic of the race, and every doeron-specific culture that has the soul gem also has special rites related to it.
Racial Abilities:
- Flight: Soar high into the sky.
- Soul Burst: Release a burst of energy around the user, healing allies and damaging foes within the blast radius.
Planet: Dracostar
Draconum, Dracoanimalia sapiens: Like the doerons, the draconums are quadruped dragons -- however, draconums have the head, tail and feet of a particular animal, and they are much larger in size than the doerons. Whichever animal it is can vary drastically, from fish or birds to foxes or cats. This animal aspect is called the individual's "totem", and is passed down genetically. Draconums can grow to be about thirty to forty feet long (excluding tail length) and even fifteen feet in height, but many of them voluntarily inhibit their growth by eating a particular fruit colloquially called "growth reverser" (its proper name is "flemip"). This fruit, if eaten when the draconum is still growing (which means it must be consumed before reaching adulthood) will cause the draconum's size to stop at around fifteen to twenty feet in length (again, excluding the tail) and six to eight feet in height.
Racial Abilities:
- Flight: Soar high into the sky.
- Totema: Summon an animal spirit of the user's totem to supply aid in battle.
Planet: Dracostar
Edath Imp, Everto sapiens: One of the most widespread Sigzlorian races, the edath imps are reputed for their natural flexibility. Despite how widespread they are, almost all edath imps hold onto the "traditional" edath imp traditions of taking the name of one of their parents (usually the father for males and the mother for females) as their surname plus "slo" for a male edath imp or "sla" for a female one, leading to names such as Evo Geridslo or Ametia Delinasla. Edath imp heads are somewhat oval-shaped due to their rounded, broad snouts, and they have large, floppy ears that are similar to the laref imp race. Edath imps have tails that end in an arrow-like point and tend to have dark colored fur, which led to tumorian explorers from millenniums ago to assume them to be demons.
Racial Abilities:
- Ambidextrous: Switch weapons without a turn penalty.
- Pilfer: "Steal" an enemy's ability, rendering them unable to use it for three turns while enabling the use of it for the user of Pilfer.
Home Planet: Sigzlor
Human, Homo sapiens: At one point, humans with pointed ears were considered a separate subspecies of human; however, it was later found to just be an allele of ear shape in the human gene pool, much like skin color or hair color. Humans are known for their versatility in technology and are often marketed to specifically due to how similar they are to other races while lacking some of the more problematic traits that other races have, such as wings, claws or tails. Compared to the other races, humans have an oddly large amount of variation in the alleles that can dictate their appearance, and scientists speculate that it may have to do with Chrono mutations.
Racial Abilities:
- Underdog: Strength increases when outnumbered.
- Gift of the Pyre: Resistant to Fire-based spells and abilities, including combo element spells and abilities that are composed of Fire.
Home Planet: Kes Joshawk
Laref Imp, Diruo sapiens: The second of the imp races, laref imps are white-furred and, unlike their edath imp cousins, have a variety of brightly colored markings. Their ears are similar to edath imps' as are their general body shapes, though laref imps have much longer fur, especially on their faces, and lack the sharp claws on their hands and feet that edath imps have. Laref imps also have a much more whip-like tail that is not pointed at the end. While not as physically strong as some of the other races, laref imp fighting styles are often considered synonymous with the phrase "mind over might", as they are masters of outsmarting much more powerful enemies.
Racial Abilities:
- Swift Feet: Able to evade attacks more.
- Combo Breaker: Prevent the foe from using combo element spells and abilities for three turns.
Home Planet: Olaka
Lightfoot, Macropus sapiens: The kangaroo-like denizens of Kyrol, lightfoots (the plural is not "lightfeet") are fantastic jumpers; however, the large feet that help them jump so far also make it difficult for them to wear shoes, and many of them forgo footwear entirely for this reason. They got their name for the myths that said they could walk on air. Though many lightfoots maintain that these legends have a basis in reality, no modern lightfoot has been found with this ability. Their limbs tend to be lanky while their torsos are a bit more muscular and slightly heavyset.
Racial Abilities:
- Punch Out: Strength increases when unarmed.
- Gift of the Sky: Resistant to Air-based spells and abilities, including combo element spells and abilities that are composed of Air.
Home Planet: Kyrol
Liralfoe, Pachydactylus quinque:[/url] The larger of the two reptilian denizens from Lyzots, liralfoes are stockily built and stand at about six feet tall on average. They have full heads of hair as well and usually have a horse-like mane that goes down their backs all the way to the very base or, less regularly, tip of their tails. They have five fingers on each hand and have rather squarish faces, lacking a well-pronounced forehead and eye ridges. While they do not have sharp claws, their natural sheer strength and ability to better easily utilize tools due to lack of claws makes up for it.
Racial Abilities:
- Blood Feud: Increases damage dealt against lizafos enemies.
- Gift of the Jungle: Resistant to Earth-based spells and abilities, including combo element spells and abilities that are composed of Earth.
Home Planet: Lyzots
Lizafos, Pachydactylus quattuor:[/url] Smaller and more lithe than their liralfoe counterparts, lizafoses have spikes instead of hair and have clawed hands and feet. Their height rarely exceeds five feet, and they are generally a small-looking race; in terms of size and body shape, they can be easily likened unto geckos. They have the remarkable ability to detach their tails and grow them back, though the regrowth process takes several months. Their snouts are round and they have ridges above their eyes that often have spikes, and their eyes are generally described as "snake-like" due to the pupil being more like a narrow slit than a circle. While lizafoses can have a variety of markings, spots are incredibly common among them; it's estimated that about half of the lizafos population has spots of some kind on their body.
Racial Abilities:
- Blood Wrath: Increase damage dealt against liralfoe enemies.
- Blessing of the Jungle: Heal 15% of the user's health for three turns.
Home Planet: Lyzots
Morpher, Mutator sapiens:[/url] One of the few races able to change shape, the bipedal, triceratops-like morphers are mostly associated with turning their own bodies into weapons or turning into inanimate objects more than turning into animals, monsters or other races. They also have the unique ability to potentially turn another Kylian into a morpher through biting them, though a morpher bite does not always turn the victim into a morpher. "Pure" morphers -- that is, individuals born as morphers -- have long arms that go down to their knees and always have four fingers, whereas "impure" morphers' proportions will more closely resemble their original body (such as an originally-cabarian morpher being short and an originally-wolfgang one being tall, or an originally-noctra morpher having four fingers and an originally-human one having five fingers). All morphers have three horns (two atop the head and one on the snout), but males' horns "split" at the top to form three different points.
Racial Abilities:
- Camouflage: Turn into an inanimate object to blend in with the environment.
- Morph: Turn part or all of the body into an owned piece of equipment, preventing being disarmed and enabling the use of special Morph abilities granted by certain pieces of equipment.
Home Planet: Sigzlor
Oduron, Dracogiraffa sapiens:[/url] The only non-dragon quadruped race (despite their scientific name, odurons are not true dragons), odurons are covered head-to-toe in shaggy, brown fur. They have rather long necks, though nowhere near as long as a giraffe's, even relative to their body. The feet of odurons are clawed, which means they don't wear shoes, and they have rather long, fairly thick tails. They have somewhat large round ears and a rounded snout. Odurons also have very sharp hearing; many odurons are musically inclined and are born with perfect pitch (the ability to recognize a given note in music if heard), and their societies in the past were very music-oriented.
Racial Abilities:
- Treasure Hunter: Sometimes find items on the ground.
- War Nocturne: Drastically increase attack and defense power, also preventing the use of more than one ability per turn until War Nocturne is disabled.
Home Planet: Ultimaru
Ottlek, Lepus sapiens:[/url] Though they resemble rabbits, ottleks are actually one of the taller races in the Ailnyk Galaxy. Their long ears often help them seem even taller, though there are many ottleks whose ears "flop" down instead of sticking straight up. Additionally, ottleks' colorations are also very similar to that of regular rabbits, such as white with black splotches. Their tails don't resemble a rabbit's at all and more look like an otter's tail. Like lightfoots, ottleks have strong legs and are able to hop about very quickly, though nowhere near as far as a lightfoot can.
Racial Abilities:
- Good Neighbor: Any healing spells, abilities or items used on the possessor of this ability also heal another ally for 50% of the original spell, ability or item's original potency.
- Hop To It: Use an additional ability for two turns; can only be used twice per battle.
Home Planet: Ultimaru
Rago (impure), Dracoelementum sapiens:[/url] The only race with a huge rift between subspecies, the ragos have been divided since a group of them made an exodus out of Dracostar thousands of years ago, according to legends maintained by both the "impure" ragos, which are bipedal, and the "pure" ones, which are quadrupeds. All ragos have fairly large, pointed ears and yellow "whites" of their eyes, and both pure and impure ragos have sharp claws, which leads to the impure ones forgoing footwear altogether. Ragos can be of a variety of colors, though they're rarely brightly-colored, and their markings can also vary drastically from individual to individual.
Racial Abilities:
- Flight: Soar high into the sky.
- Element Call: Assume the aspect of a chosen element, boosting that element's power but forcing the user to use only abilities or spells of that element until Element Call is disabled.
Home Planet: Dracostar (pure), Streeg (impure)
Reot, Felis sapiens:[/url] Resembling bipedal cats, reots can look all sorts of cats, from tigers and lions to jaguars and lynxes, though they most often resemble domestic ones in terms of color and markings. They tend to be on the short side compared to other races, though heavyset reots are rather common. With nimble, flexible hands and intelligent minds, reots have been pioneers of technology for ages, and their societies place a huge emphasis on learning even just basic engineering at an early age.
Racial Abilities:
- Machinist: Enable the use of "Machinist-only" items or weapons. Increased damage dealt when using a gun.
- Prowl: Turn invisible and strike the foe from behind, temporarily stunning them.
Home Planet: Beyne
Shape-shifter, Mutanus sapiens:[/url] Curiously human-looking for a race that lives off of Kes Joshawk, shape-shifters are often wrongly assumed to not be native to Sigzlor. Their "true" forms are shorter-than-average humans with pointed ears and differently colored markings all over their body; the markings vary between individual to individual and may be something as simple as green-tipped fingers on one shape-shifter and could be bright blue stripes on another. As these markings are genetic, family members often have the same or similar markings. Shape-shifters are able to change into other living creatures, but they most often take the form of monsters.
Racial Abilities:
- Animal Form: Turn into an animal and utilize their abilities, such as swimming as a fish or flying as a bird. "Animal Form" cannot use Chrono-given abilities and has a chance of being disrupted every time damage is taken.
- Shape-shift: Turn into an owned monster, assuming all of their attributes, such as element affinity and level, and abilities for the duration of the form change. When in monster form, the user can only use their own abilities if they are of the same element as the monster. Damage cannot disrupt this form like it can to "Animal Form".
Home Planet: Sigzlor
Sulevam, Homoaves sapiens:[/url] The form-changing race with the most limited ability to change shape, sulevams are associated with birds due to their innate ability to turn into one -- which bird it is depends on the individual, and it can range from parrots and flamingos to sparrows or hawks. Sulevams have a beak in place of where a human's nose would be; this beak is almost identical to their bird form's beak, though it is frequently larger in their "normal" form. Sulevams have pointed ears and usually have ruby-red eyes, but there are many individuals who also have dark grey (almost black) eyes.
Racial Abilities:
- Avian Heart: Turn into bird form, allowing flight and the use of specific "Avian Heart-only" abilities.
- Keen Eye: Immune to vision-impairing effects. At the cost of losing the entire turn it's used in, someone with this ability can "lock on" the foe and launch an attack that is harder to dodge next turn.
Home Planet: Kes Joshawk
Tiartzard, Ranalacerta sapiens:[/url] The only amphibious race in the galaxy, tiartzards have lungs and thus can breathe air, but their skin is able to exchange gases, and this is what enables them to breathe underwater. Tiartzards have a large shark-like dorsal fin on their back, and their tails end in a manner reminiscent of a shark's with the split end; the tail aids in steering underwater as well as increasing swimming speed, as do the tiartzards' naturally webbed hands and feet. They have fin-like appendages on their head which are sometimes wrongly assumed to be their ears due to their location; these fins are right next to their ear slits. The skin of tiartzards is often green or blue, but there are some white-skinned tiartzards.
Racial Abilities:
- Amphibious: Able to breathe underwater and swim with greatly increased speed.
- Gift of the Arctic: Resistant to Water-based spells and abilities, including combo element spells and abilities that are composed of Water.
Home Planet: Olaka
Tumorian, Cutisareus sapiens:[/url] Tumorians have rather orange-looking skin and always have rounded ears, and overall look a great deal like humans (of course, the tumorian-centered Ailnyk Galaxy would think that humans look like tumorians rather than the other way around), save that they have four fingers and four toes. Furthermore, tumorians' eye color changes according to their mood; what color corresponds to what mood varies from individual to individual. They are very short-lived compared to the other races; tumorians most often die in their late 40s and early 50s because they age faster than the other races.
Racial Abilities:
- Foresight: See up to four of the enemy's highest leveled abilities.
- Diplomacy: Convince an enemy to fight on the user's side for a turn.
Home Planet: Tumoria
Wolfgang, Lupusfalsus sapiens:[/url] Despite their name, wolfgangs do not look very much like wolves at all, as referenced by their scientific name. Wolfgangs have long whiskers and overall a rather cat-like face; many of them have manes like that of a lion, though females can also have these manes, and wolfgangs are most commonly grey-furred. If they don't have a mane, they have a bit of hair between their ears; wolfgang ears stick straight up but curve inwards towards the center of the head, sometimes giving the wolfgang the appearance of having a second pair of horns (they have small horns between their ears). Unlike cats, though, wolfgangs do not walk on their toes, and they do not have tails. Furthermore, wolfgangs have four-fingered tumorian-like hands with the exception of their thumb, which is a large claw.
Racial Abilities:
- Nightseer: Able to see in the dark without the aid of a light.
- Reckless Rush: Knock the enemy target down with a full-bodied tackle; this attack ignores the target's defense.
Home Planet: Sigzlor
On Hybrids:
Despite the close resemblance, humans, sulevams, tumorians and shape-shifters cannot produce children together. Similarly, morphers or shape-shifters who turn into a member of a different race cannot actually crossbreed and produce a child; they merely change their appearance when they change their shape, not their genetic code. Needless to say, cabarus alphas are completely inorganic and cannot reproduce.
The only two Kylian races that can crossbreed and produce children are, ironically, the lizafos and liralfoe races. Their children can look like a mix of the two parents or like one of the parents. Because there is a stigma on a liralfoe-lizafos hybrid in society, even by Kylians who aren't of either race, individuals with such mixed heritage often masquerade as one race or the other rather than admit to being a crossbreed.
Curiously enough, there are numerous rumors of human and tumorian crossbreeds existing; several hoaxes seem to come up each year in which somebody claims to have a tumorian and human parent. However, the existence of such a hybrid has never been proven, and it is largely disregarded as a myth.