Comprehensive Design Guide

Created: 12 January 2025, 17:52:41 UTC
Last updated: 13 January 2025, 03:55:14 UTC

Table of Contents

  1. Tokens
  2. Trait Applicators
    1. Modifiers
  3. Transmutation
    1. Trait Carryovers
    2. Race Specific Anatomy
  4. Overgrowth
    1. Affected Anatomy
    2. Eligible Traits
  5. Alterations
    1. Color Alterations
    2. Marking Alterations
    3. Trait Alterations
    4. Mini Alterations
  6. Hyros
    1. Required Traits
    2. Colors & Markings
    3. Max Sizes
  7. Kaarmesusi
    1. Required Traits
    2. Colors & Markings
    3. Max Sizes
  8. Faelthros
    1. Required Traits
    2. Colors & Markings
    3. Max Sizes
  9. Subtypes
    1. Amalgam Hyros
    2. Engorged Kaarmesusi
    3. Omnirisen Faelthros
In this guide, you can find everything you need to know when it comes to creating a new character or altering an existing one. Let’s go over the very basics, first and foremost.

Tokens

Tokens are special items with special uses. Each one has a different function when it comes to your characters:

  • New Character Token - Creates a new empty character slot.
  • Amalgamation Token - Used alongside an empty character slot to create an Amalgam Hyro, or used on an existing Amalgam Hyro to add an ID trait from another subclass.
  • Transmutation Token - Turns an existing character of one race into a new race, but keeps the overall design (traits, colors, markings) the same.
  • VIP Trait Token - Applies one VIP trait per token to an existing character, or can be used when creating a new character.
  • Alteration Token - Allows you to permanently alter one area of an existing character per token: traits, colors, or markings.
  • Overgrowth Token - Allows one eligible trait to exceed the maximum size per token on an existing character, or can be used when creating a new character.
  • Legendary Trait Token - Applies one legendary trait per token to an existing character, or can be used when creating a new character.

 


Trait Applicators

There are certain items in the game that allow a user to apply specific kinds of traits. Each applicator has a different function. 

  • Gene Chips, Potent Toxin - Applicable only to Hyros.
  • Enhancing Elixir, Mutation Serum, Special Serums - Applicable only to Faelthros.
  • Allspice, Strange Snack, Special Treats - Applicable only to Kaarmesusi.

 

Modifiers

Gene chips, special treats, and special serums require modifier items in order to become usable. By themselves, they do not do anything. Modifiers include manifests, unlockers, and the unique mutation applicator item, which turns a blank gene chip into a mutation gene chip. You can obtain these exclusive gene chips, special treats, and special serums via crafting.

To explain how this works, let’s look at some visual examples.

By combining a blank gene chip and mutation applicator, you create a mutation gene chip; this item can be used to apply one mutation to an existing Hyro, or it can be used when creating a new Hyro. To apply more than one mutation, you will need additional mutation gene chips.

Kaarmesusi and Faelthros require strange snacks and mutation serums in order to apply mutations, respectively. These items can be crafted as-is.


 

There are hundreds of traits in Vythrosa, many of which are exclusive. Exclusive traits are traits that can only be applied by using corresponding items. These items are created by combining a blank/plain trait applicator item (blank gene chip, plain special treat, or plain special serum) and a manifest.

As an example, by combining a blank gene chip and sakura’s manifest, you will get the sakura gene chip item. This item applies any one trait from the sakura set to an existing Hyro or empty character slot (if designing a new Hyro).

Gene chips, special treats, and special serums of any set by default grant one trait from their respective set.

 

Certain modifiers, called unlockers, turn these exclusive gene chips, special treats, and special serums into their unlocked variants. When unlocked, it allows you to apply any number of traits from its designated set, but it can only be used when creating a new character.

So, simply put, if you want to apply all or nearly all of the traits from a special set to a new character, you should invest in the correct unlocker item!

  • Hyros use gene chips, so you will need a jailbreaker.
  • Kaarmesusi use special treats, so you will need an appetite enhancer.
  • Faelthros use special serums, so you will need a fruitful essence.

Unlockers can be both crafted and purchased. It should be noted, however, that there are no unlocked variants of the mutation gene chip, strange snack, or mutation serum. To apply more than one mutation, you will need additional mutation items.




Transmutation

Transmutation is a unique alteration feature that allows you to turn a character of one playable race into a different playable race. So, a Hyro can become a Kaarmesusi or Faelthro, a Kaarmesusi can become a Hyro or Faelthro, and a Faelthro can become a Hyro or Kaarmesusi.

Regardless of what race a character is turning into, their colors and markings must stay the same, unless you are also using an alteration token. Marking coverage can be very slightly altered to match the anatomy of the race, but the overall placement and shapes should remain the same.

Transmutation can only be done once per race and is irreversible. If your character started out as a Hyro, and was changed into a Kaarmesusi, then they can only be turned into a Faelthro next; after which, they must remain as a Faelthro permanently.

 

Trait Carryovers

Any cross-race traits can be carried over. Cross-race traits are any traits applicable to any character regardless of their race. Most non-standard traits are cross-race traits. For example, if you are turning a Hyro with the bee wings exclusive trait and body spikes mutation into a Kaarmesusi, then those traits will carry over. When redesigning a character into a new playable race, you have the option to omit certain non-standard traits. Things like mutations, exclusive traits, and VIP traits can be left out when turning a character into a different race. If you choose to omit these traits, you cannot replace them with a different trait; you are simply removing them.

When carrying over traits, their sizes, colors, patterns, markings, and placements must stay the same. Any traits applied to specific regions should remain where they are; for example, if you are turning a Faelthro, who has the embedded lanterns trait applied to their forearms, into a Kaarmesusi, then the new Kaarmesusi design should still have the embedded lanterns in their forearms, and not somewhere else.

There are some exceptions and special rules for transmutation:

  • Subtype characters (Amalgam Hyros, engorged Kaarmesusi, and Omnirisen Faelthros) cannot undergo transmutation at all.

  • Your character might have some traits that are limited to one race. The following traits are race specific and must be swapped to a different trait within the same category (e.g. VIP trait to VIP trait) or removed when a character undergoes transmutation:
    • The bird feet VIP trait (applicable only to Faelthros and Kaarmesusi)
    • The dainty feet and miniature VIP traits (applicable only to Hyros and Kaarmesusi)
    • The untethered codepods and/or no antennae mutation traits (applicable only to Hyros)
    • The strange nanocules legendary trait (applicable only to Faelthros and Kaarmesusi)
  • Race specific anatomy and body parts affected by various traits will have to pick a new location to affect during transmutation. You may optionally remove the trait, but cannot swap it to a different trait.
    • For example, a Faelthro whose chords have the metallic markings trait can have it cover a different location when designed into a Hyro or Kaarmesusi.
    • On the latter, this will most likely be the karsika.
    • For Hyros, it may be somewhere on the neck or head. The overall amount of coverage should not change drastically.
  • If you are turning a Faelthro or Kaarmesusi with horns into a Hyro, you must remove them unless they have a mutation item to grant the horns mutation. However, any horn trait from an exclusive trait set can carry over. For example, the sakura branch horns.

 

Race Specific Anatomy

Each playable race has their own unique anatomy. Certain body parts cannot roll over during transmutation.

  • Hyros, you must omit their codepods, antennae, nostril lines, and backport when turning them into a Kaarmesusi or Faelthro. 
  • Kaarmesusi, you must omit their karsika and raptor claws when turning them into a Hyro or Faelthro. You must also omit their underside plating unless you have a mutation gene chip (for Hyros) or a mutation serum (for Faelthros). If you are turning the Kaarmesusi into a Hyro, you must omit standard horns, unless you have a mutation gene chip. If you’re turning the Kaarmesusi into a Faelthro, you may keep the standard horns, since it is not a mutation for either race.
  • Faelthros, you must omit their crest, chords, and huin when turning them into a Hyro or Kaarmesusi.

You must follow all of the regular anatomy rules for whichever race you are turning a character into. For example, Hyros have bird feet; so, if you’re turning a Faelthro into a Hyro, you will need to make sure you design them with bird feet.

There are some exceptions for this rule. Let’s say the Faelthro you are turning into a Hyro has the insect feet trait from the exclusive insect set. In this case, the new Hyro design should still have the insect feet trait. Otherwise, you will need the specific items that change the default anatomy for the race you are turning a character into. To give a Hyro paws or hooves, you will need a mutation gene chip, and so on so forth.




Overgrowth

Overgrowth is a special mutation that can affect certain body parts (standard anatomy) and other traits, including mutations. Because of this, it has its own item, despite being considered a mutation. Overgrowth allows various traits to be larger or longer than their default maximum size or length.

To apply overgrowth to more than one body part or trait, you will need additional overgrowth tokens. One token can only affect one body part or trait per use. Of course, you can use just one token to apply overgrowth to a character’s ears or multiple tails; you do not need one token per ear or tail.

 

Affected Anatomy

Each race has their own unique body parts that overgrowth can affect.

For Hyros:

  • Antennae overall length
  • Antennae end tip size*
  • Size of codepods* on the chest, palm, and body - NOT sole of the foot, toes, or finger tips
  • Ears and tail(s) overall lengths
  • Does NOT affect: eyes, nostrils, backport, arms/hands/fingers, legs/feet/toes, or teeth/claws size or length

[image]

For Kaarmesusi:

  • Karsika overall length
  • Horns overall length and size
  • Ears and tail(s) overall lengths
  • Does NOT affect: eyes, nostrils, underside plating, karsika end tip size, arms/hands/fingers, legs/feet/toes, or teeth/claws size or length

[image]

For Faelthros:

  • Chords overall length
  • Horns overall length and size
  • Huin overall size and length
  • Crest overall size
  • Ears and tail(s) overall lengths
  • Does NOT affect: eyes, chord end tips, arms/hands/fingers, legs/feet/toes, or teeth/nails size or length

[image]

 

Eligible Traits

Overgrowth can also affect certain other traits, including mutations. Below is a list of all the traits overgrowth can affect, with images depicting their usual maximum length and/or size. Though overgrowth does not usually have a maximum size, some traits do have a limit.

To see the maximum size for these traits, view them in the trait catalog.

Affected mutations and free traits:

  • Horns
  • Body spikes
  • Tail spikes
  • Foot spike
  • Dragon whiskers
  • Spur
  • Cape Wing - the wing can extend past the wrist
  • Dragon Plating - covers 75% - 100% of the body
  • Object tail - the object can be up to ¼ the size of the body
  • Wisp antennae - wisp can be up to the size of the head
  • Cloak growth - the cloak can touch the ground
  • Fur shawl
  • Ribbon fur
  • Whiskers

Affected VIP traits:

  • Object head - allows the object head to be ⅓ the size of the body; trailing parts can be any length
  • Neon tube horns/growths
  • Mosaic wings
  • Origami wings
  • Lace wings

Affected exclusive traits:

  • All back wings
  • All halos
  • All body wings
  • All tails
  • All horns
  • Moth antennae
  • Antlers
  • Headsprout
  • Seronosis
  • Mushroom sprout
  • Fungal seronosis
  • Mushroom head/hat
  • Feather plume
  • Nebula cape
  • Fancy feathers
  • Spinal fins
  • Fancy fins
  • Leaf/flower skirt
  • Jellyfish cap
  • Jellyfish tail
  • Anemone/seaweed hair
  • Wisp tendrils
  • Animated shadow
  • Shadow tendrils
  • Jester hat
  • Balloon tail




Alterations

For rules pertaining to specific race subtypes, please navigate to their section.

On occasion, you may want to change a character’s design a bit without adding new traits. These are called alterations and fall under one of three categories:

  • Color alterations - Changing the color of a trait, body part, or marking
  • Marking alterations - Changing the shape and/or coverage of a marking anywhere on the body
  • Trait alterations - Swapping a standard trait for a different standard trait, moving a trait to a different area on the character, or removing non standard traits

Each type of alteration has its own rules. Additionally, you can only perform one type of alteration per token. For example, if you’re updating the character’s colors and markings in one go, you will need two tokens.

Generally speaking, you should not be completely overhauling the character’s design and creating a new character altogether. Alterations should be relatively minimal so that it is clear the new design is derived from the previous one.

 

Color Alterations

You can completely change (overhaul) one prevailing color on any trait, body part, or marking and shift the color of up to three different areas all using one alteration token. For example, if your character’s horns are blue, you can change them to red, and if they have lime green, sky blue, and orange colors elsewhere, you can alter those three colors to a forest green, dark blue, and yellow orange.

You may only shift a color to its neighboring colors within the same group. For example, a red can shift to an orangey red or pinkish red, but not a pure orange.

Particularly minimal color alterations will not take up any of the allotted color change or shift slots, though you will still need to use an alteration token to do these types of edits. Minimal color alterations include editing minor details with less than 2% coverage anywhere on the design, typically the irises, claws, teeth, and so on.

In the above example, the character underwent one major color change but had only two color shifts; if the owner wanted, they could have even shifted one additional color. This example also shows the approximate limit on how much you can shift a color.

 

Marking Alterations

During a marking alteration, you can either overhaul the coverage or shape of a marking, or do an even mix of both. A good example of overhauling a marking’s shape is turning horizontal stripes into swirls. On the flip side, you would drastically extend or remove some of the coverage of the horizontal stripes. If you wanted to do an even mix of both, you could turn only some of the horizontal stripes into swirls and extend the overall coverage of the markings.

[image]

Altering a marking’s shape includes turning, bending, or twisting various patterns/markings into something new. You might make straight edges more rough and jagged, or turn a diamond into more of a star shape; the list goes on. Use your discretion to determine whether or not it is a drastic change (therefore an overhaul) or not. If you’re not sure, you can always ask in the #design_help channel in our community server (for a quicker response) or send in a report on site.

[image]

Another option is removing or adding markings without changing the existing ones or only changing them very minimally. For example, if you want to add a large marking of the moon’s phases onto a character’s chest, you will need to use an alteration token.

[image]

 

Trait Alterations

You can also use an alteration token to swap a trait of one category to a different trait within the same category. In order to swap multiple traits, you will need additional tokens. There is no limit on how many traits you can swap in one go, so long as you have the required amount of tokens.

Standard, mutation, exclusive, and legendary traits can all be swapped. Amalgamations, engorged, omnirisen, and VIP traits cannot be swapped using a token. 

 

Mini Alterations

Some changes are too small to warrant using a token. Additionally, as an artist, you are allowed flexibility when depicting your character. Small changes such as changing just eye color, adding another claw on a clawed ear, and removing one stripe somewhere on the design don’t necessitate the use of a token. You can simply make these tiny alterations and submit an update for your character. This is limited to changes within the same vein, though; any major or significant alterations, as elaborated on above, will still require you to use an alteration token.

[image]




Hyros

Hyros are a semi-organic, manufactured species. They do not have traditional life cycles because of this, and their anatomy reflects the way they are created.

Required Traits

Your Hyro should have eyes, ears, nostrils, a mouth, a tail, arms, and legs. They can be missing an eye or both, but the socket should remain. Your Hyro can also be missing limbs, digits, or ears, with or without prosthetics. If they are missing any body part, there should be some indication (such as scarring) that it has been lost, since Hyros cannot be created with missing limbs or parts. Prosthetics can be wooden, plastic, metallic, and even robotic. They should not appear to be magical or intangible.

[image examples of prosthetics/docked tail]

The race specific anatomy for Hyros includes: two pectoral codepods, one small triangular back port, and lines connecting all three of them; a straight line from the tip of the backport up to the center back of the head; lines that connect the nostrils to the lips; two antennae in both ears; three fingers and a thumb per hand; and codepods on each digit (fingers, thumbs, toes) and in the center of the palm and sole of the foot.

Follow this anatomy checklist to ensure your design won’t be sent back for revisions:

  • The hyro has only three fingers and one thumb on each hand
  • The hyro has at least two body codepods: one on each of the pectorals
  • The body codepods are all connected somehow (unless adding the untethered codepods mutation)
  • If providing a back view, the backport and upper trail line are both present
  • Both sets of antennae are present (one set of two on either side, with both in only one ear)
  • All finger, toe, palm, and sole of foot (if visible) codepods are present

[image]

Natural taillessness is possible, but will require a mutation gene chip in order to apply it to a Hyro. There are many mutations and special traits that alter the base anatomy for a Hyro. For information on a specific trait, find it in the catalog and read its details there.

If a Hyro has the double or triple ears trait, then the antennae should be in ONE ear on both sides. Do not divide the antennae between ears. If you want to divide the antennae between ears or add more antennae, you will need a mutation item.

Additionally, the antennae must only have one shaped tip per antennae by default, unless applying the fancy antennae VIP trait. It can be any shape.

[img] [img] [img]

 

Colors & Markings

 

General/body

Your hyro’s body, skin, fur, and hair can be any color. You can use as many colors as you want, apply gradients or markings, and so on. You should use at least two colors and refrain from making an overly simplistic design, so as to prevent doppelgangers from happening.

Flesh can be any color except white, grey, black, or any colors too close to one of those three. Their “blood” is actually nanocules, so if you’re to ever draw it, it should be the same color as their codepods. Black codepods are only available for zombie subclass amalgam hyros.

[img of color wheel no go zone]

 

Codepods

Codepods should always be the same color across the body no matter the location. The only exception is for hyros with the strange nanocules trait, which allows them to be different colors, have gradients, be metallic, shimmery, or prismatic, or have markings across the codepods themselves.

[img]

 

Eyes

Hyros’ eyes can be one color or have multiple colors. They must have one pupil, which can be any color, but it must be round. If the eyes are one color, think of it as one big pupil. You must also apply some sort of reflective light on the eye in order to differentiate from void eyes. A hyros’ eyes cannot be solid white (unless using the ghost eyes trait) or solid black (unless it is a zombie subclass amalgam).

[img]

 

Antennae

A Hyro’s antennae must be the same color as their codepods. Any effects applied to the codepods should also be applied to the antennae, except glowing and gradients (strange nanocules), which are optional to apply if present on the codepods.

[img]

 

Teeth, claws

Hyro’s teeth and claws can be any color except black, but the two must match. Multicolored claws are possible; however, they must be mirrored on either side. Teeth cannot be multicolored, but tooth caps and grills or other tooth adornments are okay.

[img]

 

Markings

Hyros’ markings can be any color. You can also apply tattoos to your Hyro, but they must not appear to be runes, and they must be stationary. There are certain markings, patterns, and effects limited to specific traits. In order to apply any one of the following, you will need the respective trait applicator item:

  • Rune markings
  • Galaxy/nebula skin
  • Shifting ink markings
  • Starscape markings
  • Animated tattoo
  • Bioluminescent markings
  • Metallic markings
  • Sparkling/Prismatic

 

Minimum & Maximum Sizes

The hyro should be proportionate and appear fully grown (no childlike proportions). Additionally, each body part has a default minimum and maximum size, with the latter able to be overruled by using an overgrowth token.

For details on specific effects and addons (such as object tail, dragon plating, etc), navigate to their section in the trait catalog.

Ears
Tail
Antennae
Codepods

[img]

Teeth & Claws

[img]




Kaarmesusi

 

Required Traits

Text

Colors & Markings

Text

Minimum & Maximum Sizes

Text





Faelthros

 

Required Traits

Text

Colors & Markings

Text

Minimum & Maximum Sizes

Text

 


Subtypes

 

Amalgam Hyros

Text

 

Engorged Kaarmesusi

Text

 

Omnirisen Faelthros

Omnirisen subtype Faelthros are either revered or despised—it takes a lot of dedication to even become one of the two types of Omnirisens. Those who have dedicated their life to the pure arts are looked upon with pride and respect, while those who have spent their time mastering the dark arts are feared and chastised; their designs will often reflect this.

Both types of Omnirisens have at least two forms: one original form, and one risen form. They can have unlimited risen forms, but you will need to use a sanctified effigy to create an additional form.

Additionally, Omnirisens may undergo splitting: a process that turns a risen form into its own being, colloquially known as a Chatter. Though this can affect Omnirisens who have mastered only three magics, it tends to happen to those who have mastered more, manifesting a sort of mini-deity based upon the magics they have learned; the Chatter takes over one of the Faelthro’s risen forms. Chatters are bound to the Omnirisen Faelthros they are derived from, but are considered separate entities with their own names, personalities, and mannerisms. While Omnirisens can have multiple risen forms, they can only have one Chatter.

 

There are two kinds of Omnirisen Faelthros:

✦ The Ascended

Ascended Faelthros are blessed beings who have mastered at least three pure magics. Their risen forms are ethereal and light, reflecting the nature of pure magic. Generally speaking, ascended risen forms will glow, have angelic features, and appear radiantly beautiful.

✦ The Descended

Descended Faelthros are cursed beings who have mastered at least three tenebrous magics. Their risen forms are unsettling and dark, reflecting the nature of tenebrous magic. Counter to ascended risen forms, descended risen forms will radiate darkness, have demonic features, and appear dastardly. 

 

Like other characters, you can apply any exclusive, VIP, and legendary traits to risen forms and Chatters. Each risen form comes with an allotted amount of free mutations, exclusive, and legendary traits; however, you can always apply more by using items.

 

Designing Details

When designing risen forms and Chatters for either Omnirisen types, there are certain rules you must follow. Failure to include all of these necessary elements will result in your design getting sent back for edits.

Both ascended and descended risen forms can utilize two mutations, two eligible exclusive traits, and one legendary trait for free, without the use of additional items. They can be in addition to any mutations or legendary traits the main form already has, or the same.

Every risen form should look similar to the main form. Risen forms should not look like entirely new characters; they are simply alternative forms of the existing character. Chatters, on the other hand, can look significantly different from the main form, because they are separate entities.

When designing a risen form, you must include at least half of the non-standard traits (mutation, exclusive, VIP, and legendary traits) already present on the main form, though you can include all of them if you wish. The risen form’s colors should be the same or very similar to the main form’s colors, as well. You cannot overhaul any color on a risen form, but you can shift any and all colors following the rules outlined above, under the color alterations section.

 

Ascended Traits

Any risen form for an ascended must include ALL of the following design elements:

  • At least eight feet tall, but can be up to ten feet tall
  • White, glowing huin
  • Glowing, light, one color eyes
  • Six chords; three on either side
  • Glowing white fingers, but may reach up to the elbow; can also be patterned
  • Should reflect at least one of the magics they have mastered in some way

Optionally, they can include one of the following Omnirisen only traits:

  • Prismatic, golden, or silver seronosis
  • Detached wings
  • Multiple heads (up to three)
  • Harpy wings
  • Levitation
  • Feathers
  • Elemental sparks and growth related to the elemental magics they control

In order to include more, you will need to pay [NUM] paiwa per additional trait.

Ascended risen forms can also utilize up to two of the following exclusive traits for free, without the use of additional items. In order to include more, you will need to use the associated item.

  • Pegasus wings
  • Body halos
  • Feather plume
  • Any runic traits minus runic eyes
  • Radiant glow
  • Weightless hair
  • Fancy feathers

 

Descended Traits

Any risen form for a descended must include ALL of the following design elements:

  • At least eight feet tall, but can be up to ten feet tall
  • Black, glowing huin
  • Glowing, dark, one color eyes
  • Six chords; three on either side
  • Glowing black fingers, but may reach up to the elbow; can also be patterned
  • Should reflect at least one of the magics they have mastered in some way

Optionally, they can include one of the following Omnirisen only traits:

  • Obsidian, chaotic, or decayed seronosis
  • Detached wings
  • Multiple heads (up to three)
  • Wyvern wings
  • Levitation
  • Decayed appearance (skeletal, rot, etc)
  • Elemental sparks and growth related to the elemental magics they control

In order to include more, you will need to pay [NUM] paiwa per additional trait.

Descended risen forms can also utilize up to two of the following exclusive traits for free, without the use of additional items. In order to include more, you will need to use the associated item.

  • Devil wings
  • Veinous growths
  • Spider eyes
  • Any runic traits minus runic eyes
  • Scythe wings
  • Void aura
  • Shifting ink markings

 

Chatters

For Chatters, things are a little different. You can keep the existing traits from the main form, or you can swap some (or all) of them out for different ones within the same category or set. For example, if the Faelthro’s main form has three mutations, one legendary trait, and the jellyfish cap trait from the tidepool set, then you can design the Chatter with three different mutations, a different legendary trait, and the shell horns trait in place of the jellyfish cap trait because it is also from the tidepool set.

Colors and markings are also a bit dynamic. You can do one of the following when creating a Chatter: completely overhaul any and all of the colors while keeping the markings/patterns more or less the same, or vice versa—completely overhaul any and all markings/patterns while keeping the colors more or less the same. There is also a secret third option: not doing either! Of course, you should still make sure the Chatter looks different enough from the main form, which can be done with light color and marking alterations that don’t quite reach the definition of “overhaul.”

If you are going down the first route—overhauling the colors and keeping the markings/patterns—then you should follow the rules outlined above in the marking alterations section. You’ll have complete freedom over colors; you can add to or subtract from the number of colors the main form has and completely change them to any other color.

The other option is the same but in reverse; you have the ability to give the Chatter completely different markings and patterns, including their shape and coverage, from the Faelthro’s main form. Like with colors, you can add or take away various markings or patterns to your heart’s content. However, colors should follow these rules: you are allowed one color overhaul and the rest of the colors may only be shifted.

Otherwise, you can simply alter both the colors and markings/patterns minimally, without any drastic changes from the main form. Even though Chatters are their own beings, they can sometimes present as copies of the Faelthro they originate from, with or without minor changes in appearance.

Chatters are physically attached to the Faelthro they are “born” from, usually referred to as ‘core beings’. Because of this unbreakable tether, it is impossible to see a Chatter by themself; their core being is always present. However, a Chatter can cloak themself with invisibility.