SUBSPECIES
ARM & SPECTRA
SPECTRA TYPES
SPECTRA TRAITS
SPECIAL TRAITS
SEASONAL CURSES
Spectrels are an enigmatic, humanoid species with ghostly arms and amazing powers called spectra. Originating from a dimension known as the Hollow, spectrels live alongside many amazing and supernatural creatures.
Spectrels are a CLOSED SPECIES, meaning that you can only make an official spectrel with a MYO slot. MYO slots are obtainable through participation in group events and activities, or through limited-time sales.
Nine basic subspecies of spectrels exist: mammal (common), avian, reptile, extinct, aquatic (uncommon), dragon, insectoid, human (rare) and hybrid (super rare). Each of these subspecies can interbreed, creating many different hybrid varieties. Within each subspecies there is a great deal of visual diversity, so spectrels can look very different from one another.
Many features can be seen across the various subspecies and hybrids, but dragons, insectoids and hybrids of them are the only ones known to have physical wings. On average, spectrels can range from around three to eight feet tall.
A spectrel that is a mix of several different types of creatures within the same subspecies (such as a spectrel with both wolf and deer features) is not considered a hybrid subspecies. The hybrid term only applies to spectrels that are a mix of two or more different spectrel subspecies types.
A spectrel is born with their arms intact, and they remain this way throughout most of their childhood. Spectra usually awakens sometime during adolescence, when the Spectrel will develop their new arms and abilities. During this manifestation, most spectrels lose either a portion or the entirety of their physical arms. In rare cases, a Spectrel may develop their Spectra while their arms remain completely intact, or have mismatching physical arm lengths.
The process usually feels like a tingling similar to when a limb falls asleep, but for some spectrels the process can be unpleasant or even excruciating. The manifestation typically lasts between a few moments to a few minutes, but in extreme cases can last hours or even days.
A spectrel's spectra (including their spectra arms), will naturally dissipate when falling asleep or being knocked out. With training and practice, however, some spectrels are able to maintain their spectra even when asleep. Spectrels can generally control whether their spectra is corporeal or incorporeal (so whether things/other spectrels would go through it or not) and the feeling when touched can vary from spectrel to spectrel. The most common feeling would be a smooth, featureless texture, and the apparent temperature of the spectra can vary as well.
Many spectrels believe that their spectra are powers gifted from their ancestors, a theory supported by the fact that spectra types and powers often reappear several generations later.
Common Arm Length Half: The Spectra can appear at any point of the arm from shoulder to elbow and likewise the Physical Arm is cut off between those points.
Uncommon Arm Length None: The Spectrel has no amount of Physical Arm and the Spectra Arm Attaches at the Shoulder.
Uncommon Arm Length Quarter: The Physical Arm is cut off at the wrist or slightly above. The Spectra Arm can connect anywhere on the Arm, but may form looking like spectra "gloves."
Rare Arm Length Full: The Spectrel has complete Physical Arms and the Spectra Arm can attach anywhere on the Physical Arm.
Super Rare Arm Length Uneven: The Spectrel's Physical arms are cut off at two different points, the Spectra Arms may also be cut off at different points, or may only manifest on one side)
There are also Special Traits (seen farther down the page) that may affect the Spectra Arms, such as Detached which can make arms float freely without being attached to the physical form, or segment the Spectra Arms into peices. And Unusual Shape which can allow spectra arms to appear as wings, tentacles or other non-arm/hand shapes.
Spectra are amazing, ghostly powers that spectrels obtain in adolescence. The physical manifestations of spectra include often oversize, ethereal arms, and a “spectra type” that varies from spectrel to spectrel. Most spectrels have only one spectra type, but in rarer cases they can have two (known as a “double spectra”).
In addition to these features, spectra also allow spectrels to use extraordinary “spectra powers”, which can be just about any ability/super power imaginable.
Tail – A tail or tail extension. Can vary in length, and can appear to be smooth, furred, feathered, scaled, etc.
Horns – One or more horns or horn extensions. Can vary in size, number and position, but must be located somewhere on the head.
Spines – Spikes that can be located anywhere on the body.
Mane – A type of fur spectra originates either from the head, neck, or spine and can spread from there.
Talons – Talons located on the feet, can vary in size, number, and shape.
Ears - Ears or extensions to ears, can vary in size, number, and shape.
Scales - Groups of scales or plating that can appear anywhere on the body.
Shell - Can appear as multiple small shells or aquatic adornments, or as a large body shell. Can vary in size, number, and shape.
Fangs – Fangs that protrude from the mouth, can vary in size.
Tattoos – Appear as shapes/designs on skin, scales, and fur. Can be anywhere on the body.
Tendrils – Long or short tendrils that are attached to the body. Can vary in length and number.
Tongue – A ghostly extension to the tongue.
Mask – A mask-like structure that can cover all or part of the face, varies in shape and size.
Feathers – Resembles feathers or groups of feathers anywhere on the body, can vary in number, shape, and size.
Fins – Resembles fins that can be located anywhere on the body. Can carry in number, shape, and size.
Tentacle - Appear as singular or multiple appendages that can be located anywhere on the body, can vary in number, size and shape.
Elemental – Appears like floating accumulations of a certain element. May also be attached to/originate from certain locations on the spectrel's body.
Mineral – Appears like mineral deposits growing anywhere on the body.
Eye(s) – One or more extra eyes located anywhere on the body.
Halo – A floating shape above or behind the spectrel’s head.
Eye Aura – an ethereal aura emanating from one or both of the spectrel’s eyes.
Smoke – A smoke-like substance that swirls and pools around the spectrel. May attached to/originate from certain locations on the spectrel's body.
Flora - Appears to resemble a plant (such as leaves, vines, or flowers) or fungi, can appear anywhere on the body.
Clothing - Manifests as a simple pliable wearable garment, can resemble any kind of clothing.
Portal – a floating doorway or window and may serve as a view screen or a one way portal. It can be borderless or have a defined border and shape and will either show another place within or a spiralling portal of space.
Wings – Ghostly wings, or extensions to physical wings.
Object – Manifests in the shape of an object or weapon, can be used like a real, physical version. Can appear as numerous objects/weapons as long as they are identical.
Companion - Manifests as a ghostly creature companion, can vary greatly in appearance, shape, and size.
Wound - Appears as a wound or wounds anywhere on the Spectrel's body, such as bleeding cuts or exposed organs. Body is unharmed under the illusion of the spectra.
Mouth(s) - A mouth or mouths anywhere on the Spectrel's body. Can include teeth and/or tongues, do not normally function as a real mouth.
Shadow - The Spectrel's shadow is made of spectra, and seems to have a mind of its own.
Extra Arms - The spectra takes the form of two arms in addition to their standard pair.
Tech - Appears as any form of tech implement, such as metal appendages, tubes, wires; as well as such things as gears.
Hollow - Manifests as a separation between physical body parts or as holes through the body. Can appear anywhere on the body.
Armour - Manifests as a wearable complex garment, usually resembling armour, it often has lots of moving parts and can affect the look of arm spectra.
The physical manifestations of spectra usually appear to be made of a matte, ethereal substance, but the appearance can differ if certain traits are present. These traits can also be combined, making many unique appearances possible.
Single Colour – The spectra is one solid colour, with no fade or change in hue.
Glowing – The spectra emits a glow when summoned. This can vary from dull to bright.
Glossy – The spectra has a smooth, shiny surface. May or may not be reflective.
Multicolour – The spectra has two or more colors; can be contrasting colours or very dark and very light fade of the same colour.
Glimmering – The spectra appears to glitter, shimmer, or sparkle when summoned.
Patterned – The spectra has a pattern. The pattern may include shapes, detailed designs, or images, Patterned automatically includes Multicolour.
Textured – The spectra appears to have an unusual texture/composition, such as slime, water, fire, smoke, stone, fur, etc.
Unusual manifestations of the usual Spectra Types and Traits result in a Special Trait.
They don't quite fit into the type or trait category and allow for unique changes to various parts of a Spectrel's aspects.
Uncommon Alternate Palette - Spectrels with this Special Trait are granted two palettes much like a summer and winter coat. The Alt Palette must be recognizable as the same design, you can change hues and values but not markings and traits, the Alt Palette must be on the ML entry.
Rare Unusual Shape – The ghostly arms of the Spectrel are not arms at all! They can look like any number of things, such as wings, tentacles, tubes and other strange shapes!
Super Rare Double Spectra – The Spectrel has two types of spectra, which can be any combination of the types above (including two of the same type). They can also grant the spectra two powers instead of one.
Super Rare Detached - The spectra arms are in multiple pieces, detached from the Spectrel's body, or are attached somewhere other than their arms/shoulders. This trait can also allow spectra types to be detached from the body when they normally wouldn't be, such as tail, ears, talons, tattoo, eyes, mouth, etc.
Super Rare Taur Body Type - Taur body can include any creature, from your typical horse or deer bodies to something more niche like a insect lower body. This body type also accounts for things like naga, mermaids as well. Taurs need to be distinguishable as a taur and not as just a feral creature.
Spectrels can be afflicted by four different seasonal curses- Faeveil's Curse, Ardjinn's Curse, Yūrein's Curse, and Wraithyr's curse. These curses are usually applied using special cursed charms that can be obtained through events or purchased from Chime's Charm Shop. Seasonal curses are in a rarity tier of their own, higher than super-rare.
Cursed charms are only available during special events- The Spring Festival in March (Faeveil), the Summer Celebration in June (Ardjinn), the Autumn Gathering in September (Yūrein), and the Winter Reflection in December (Wraithyr). All four seasonal charms are available during the Hollow'ven Carnivale in October.
All seasonal curses give afflicted spectrels a special cursed form, in addition to an extra spectra type. This means that a spectrel that already has two spectra types (with the Double Spectra Trait) can have a maximum of three different types if they are cursed! The additional spectra type can also appear when the spectrel is not currently in their cursed form.
Spectrels afflicted with a seasonal curse are often unable to control their transformation at first, prone to shifting unexpectedly or with intense emotions. With time, they can learn to control their new form. Some cursed spectrels prefer to stay in their cursed state, while others rarely do. Many consider a curse as more of a blessing/gift from the spectrel gods.
(A note, Spectre does not have a seasonal curse, he is merely being used as an example in the illustrations below!)
Spectrels who are particularly close to the god of spring, Faeveil (or who spend too long wandering their region) may find themselves granted Faeveil’s Curse. This curse allows a spectrel to shift into a four-legged, feral form.
THE CURSED FORM:
Must resemble the original spectrel’s design, including markings and color palettes, but may differ in size
May be based on any creature (except humans/humanoids), with the spectrel arms replacing the forelimbs (or adding them in the case of snakes or similar animals). The creature does not have to match or resemble the spectrel's subspecies (so a mammal spectrel could have an avian cursed form, for example). The design may not switch between different creatures.
Must keep the same forearm length as the original spectrel
Must have the same spectra types as the original spectrel
May have different looking spectra arms (resembling paws/claws/hooves/wings/etc rather than hands, but may still resemble hands if you wish)
Spectrels who are particularly close to the god of summer, Ardjinn (or who spend too long wandering their region) may find themselves granted Ardjinn’s Curse. This curse allows a spectrel to shift into a demonic form.
THE CURSED FORM:
Must resemble the original spectrel’s design, including markings and color palettes. Colors/markings can be added or changed, but not so much that it looks like an entirely new design!
May have added physical features such as demon wings, horns, spikes, fangs, claws, and black and/or red corrupt areas
May be larger in size and build, with more muscle/fur/etc, or smaller in size and build
IF THE SPECTREL IS A HYBRID SUBSPECIES- May change or add features from their specific subspecies. For example, a Mammal/Dragon hybrid could become more dragon-like in their demonic form.
May have spectra arms that change shape to resemble fierce claws
Spectrels who are particularly close to the god of autumn, Yūrein (or who spend too long wandering their region) may find themselves granted Yūrein’s Curse. This curse allows a spectrel to shift into a spirit form.
THE CURSED FORM:
Must resemble the original spectrel’s design in shape and appearance, like a spirit version of your spectrel. The spirit form must use the same colors/traits/textures as their spectra arms and spectra types from their normal form! The spectrel should not look like an entirely different character.
May have reinterpreted markings, using darker/lighter colors and shades from your spectrel's spectra color(s).
May add wispy/swirly sections to the design, such as the ones seen on Spectre in the illustration.
May either be drawn with legs, or a ghostly tail in place of them.
Spectrels who are particularly close to the god of winter, Wraithyr (or who spend too long wandering their region) may find themselves granted Wraithyr’s Curse. This curse allows a spectrel to shift into a skeletal form.
THE CURSED FORM:
Must resemble the original spectrel’s design in shape and appearance, like a skeletal version of your spectrel. The skeletal form must use the same colors/traits/textures as their spectra arms and spectra types from their normal form! The spectrel should not look like an entirely different character.
May have as much or as little of the spectrel's original body converted to skeletal parts. Feel free to use less or more than shown in the illustration!
May add bone features to the design, such as the ones on the chest and tail of the example. The bones in the skeletal design can be any color, and do not have to be realistic (so they can be more ornamental looking).
May or may not be drawn with the icy mist swirling around them.