Welcome to the official Lockmates Carrd!

Lockmates are magical creatures that roam the earth searching for the key(s) that will unlock them, so that they may become free.Feel free to explore the carrd and learn more about Lockmates and how to get your own!

Lockmates are a CLOSED SPECIES owned by Starbovnd!
Please do not make your own without a MYO slot or explicit permission!

Lockmate:


Lockmates are creatures born from magic, but upon coming to life, a key made specifically for them will materialize somewhere in the world. It's up to them to find it, only then can they achieve their final form. Lockmates will often dedicate their lives to travel and search for their key.

Locket Forms:


Locket Forms are an alternate form of your Lockmate to give them added mobility! A Lockmate is normally not very fast, but if they need to make a quick escape, they can freely shapeshift into their Locket form! All Lockmates can achieve a Locket form, however Deadbolt Lockmates cannot.

Deadbolt Lockmates:


Deadbolt Lockmates are held under a powerful curse, hindering them on their quest for their key. Their curse may be from them using their magic for evil, or perhaps from a deal they couldn't keep. This curse can only be cured by the individual, very few finding their keys as a result of the powerful curse on their locks.

Lockmate:

Anatomy:


• Round heads with expressive eyes.
• Short muzzle with canine noses.
• Their eyebrows can be any shape/size.
• Soft, triangle-shaped bodies with short legs and thick thighs. Their feet have 3 toes.
• All lockmates have a lock somewhere on their body.
• 3 to 4 hard claw-like fingers + 1 thumb. Their claws can be shaded in any way.
• Arms can drag the ground, or stop at their hips. They have a single pawpad in the center of their hand.

Overal, Lockmates have a very squishy, chibi-like build and are very round and soft creatures! They can typically be about 2 - 4 ft tall at the largest.Lockmates are able to shapeshift into "Locket" forms!

Locket Form:


Lockmates in their standard forms are not very mobile, but they can be when they need to be!
If a Lockmate were to find themselves in a dire situation, they can quickly shapeshift into a quadrupedal form for quicker mobility and agility. Locket forms have long, thin legs with hooves at the end, making them incredibly quick.
A Lockmate could also use this form if they were injured, as these forms require very little energy to maintain and can be therapeutic and self-healing. However, they cannot hold these forms forever, as it would eventually cause body strain and irreversible damage.

Anatomy:


-Strictly quadrupedal.
-Slender, skinny bodies with thin legs.
-Hooves (can be a single hoof or cloven hooves)
-Large, hollow eyes with no iris or pupil.
-Zig-Zag Mouth
-Existing traits (Ears, tails, horns, mutations, etc.) will transfer onto this form. Some mutations often don't show up, however, to keep their energy use low. (It's up to the owner to decide what to carry over, there's no limit as long as your Lockmate already has the trait.) Their locks will also translate over.

Deadbolt Lockmate:

General Anatomy:


-3 to 4 hard claw-like fingers + 1 thumb Their feet have 3 of these same claws.
-Their bodies are bigger and bulkier, though they have the same triangle bodies and short legs.
-Deadbolt Lockmates have "hindering locks", often causing an inconvenience to them.
-Bigger muzzles with larger noses. Their teeth are often bigger, so they're more likely to have fangs or protruding canines.

Common

Rare

Magical

Mutation

Lock Placement:

When a lockmate is born, somewhere in the world, a key will manifest somewhere in the world. Lockmates will spend their lives searching for their key, often going through hundreds in their lifetime before finding the one that was born with them.
As a result, Lockmates are given their namesake; a large lock that protrudes from their bodies! All Lockmates have 1, and only 1 lock, and it could be in a variety of places on their body.

Common Lock Placements:
-Ear Lock (Inner Ear / Back of Ear)
-Neck Lock (Front of neck or back)
-Hand Lock (Back of hand)
-Belly Lock

Rare Lock Placements:
-Head lock (Back of head.)
-Shoulder Lock (Either shoulder)
-Sternum Lock (Chest)
-Tongue Lock (Unique to Bound Lockmates)


Deadbolt Locks:

Deadbolt Lockmates have locks that function a little differently; while Deadbolt Lockmates can have any lock placements, some placements are luckier than others. Their curse comes with the loss of a limb, the locks now able to remove parts of them. This makes it vital for the Lockmate to break their curse before finding their key.

Ear locks on a standard lockmate would be on the back, or inside of the ear.

Ear locks on Deadbolt Lockmates, however, remove the ear entirely.

-Ear Lock (Removes the entire ear.)
-Eye Lock (Covers the eye entirely.)
-Mouth Lock (Silences your Lockmate.)
-Arm Lock (Removes an arm.)
-Tail Lock (Removes their tail.)

These locks are unique to Deadbolt Lockmates, and are the the only ones that result in limb loss. Common-Rare rules still apply.


The Curse:

A Lockmate typically gains a curse because of a bad deed, broken deal, or just plain bad luck. As a result, their locks become more than just an inconvenience; they instead take something from the Lockmate. While some locks provide a clear inhibitor- others however, can be a bit sneakier.

Ear Locks prevent hearing in the ear it is placed over.
Eye Locks remove vision from the eye it is placed over.
Mouth & Neck Locks entirely silence your Lockmate.
Arm Locks entirely remove the limb.
Tail & Back Locks throw off the Lockmate's balance.
Belly Locks give the Lockmate an insatiable hunger.
Head locks fill their heads with uncontrollable thoughts only about finding their key.
Sternum Locks make the Lockmate irritable- their heart unable to be warmed.

Common

Rare

Magical

Mutation

Short

Mixed

Tall

Dish

Floppy

Lop


Tipped

Alert

Ribbed

Ruffed

Ursa

Cobra

Cropped

Sandy


Otherwordly

Heart

Mock

Common

Rare

Magical

Mutation

Fluffy

Thin

Braided

Curled

Felid

Split

Nub

Tipped

Spade


Long

Flowing

Prehensile

Bulb

Layers

Butterfly

Bones

Shaped Curl


Wisp

Fan

Twin

Common

Rare

Magical

Mutation

Short

Bulb

Double

Uni

Leaflet

Tall

Ossicones

Scorpio


Grazer

Longhorn

Forked

Ram

Curled

Crowned

Antlers

Fallen


Pincir

Sleigh

Lovestruck

Halo

Handle

Jacob

Common

Rare

Magical

Mutation

Like many other species, Lockmates have a wide variety of mutations that they can have! Click the items


Pierce Potion

Salty Potion

Plush Potion

Sparkle Potion

Royal Potion

Peeping Potion

Craft Potion

Crawly Potion

Cloudy Potion

Nighthour Potion

Crystalline Potion

Prehistoric Potion

Galactic Potion

Graveyard Potion

Sweet Potion

Depths Potion

Cloudy Potion allows you to add any of the following mutations to your Lockmate:

Blessed
Gives your Lockmate a pair of feathered back wings! These can be a little larger than the example.

Float Wings
Your Lockmate now has a tiny pair of wings that float behind their back!

Plumage
Cover your Lockmate's body or parts of their body in feathers!

Heavenly Ears
Changes your Lockmates ears into feathered wings.

Tail Wings
Either removes the Lockmates tail in favor of the wings, or will just apply a set of wings at the base of the existing tail.

Rooster Tail

Peacock Tail

The Nighthour Potion allows you to add any of the following mutations to your Lockmate:

Cloudy
Your Lockmates body seems to be made of clouds!

Aura
Clouds, stars, or even items and objects now float freely around your Lockmate!

Empty
I can see right through you! Holes are now present on your Lockmate.

Galactic Potion allows you to add any of the following mutations to your Lockmate:

Quad-Grabbers
Your Lockmate has sprung an extra set of arms! How... interesting?

Goo BodyYour Lockmate's body is now goopy and dripping.

Hairless
Removes all the fur and hair from your Lockmate- leaving just their skin.

Low-Gravity
Your Lockmates limbs float freely. This could be their head, arms, or legs. Tails and locks may not disconnect from the body and float.

Antennae
Two antennae have sprouted from their head! These can be short, or long!

Hollow EyesNo more iris- no more pupils! Your lockmate's eyes are now a solid colour.

The Salty Potion allows you to add any of the following mutations to your Lockmate:

Finned
Your Lockmate obtains fins! These can range from gills, dorsal fins, etc.

Tenta
Tentacles now grow from your Lockmates body!

Swimmer Scales
Your Lockmates body now has fish-like scales!


Tail Varieties:

Swimmer

Octopus
1-3 Tentacles

Lobster

Tadpole

The Peeping Potion allows you to add any of the following mutations to your Lockmate:

No Pupils
Remove the pupils from your Lockmates eyes!

Shaped Pupils
Add some flair to those peepers! (Can be any shape, but cannot be a keyhole!)

Colored Sclera
Changes the whites of the eyes to any colour!

The Graveyard Potion allows you to add any of the following mutations to your Lockmate:

Rot
Your Lockmate has embraced their undead side- flesh, gore, etc. is now visible on your Lockmate.

Stalker
All eyes are on you- Literally. Eyes now appear on your Lockmates body. (Eyes cannot be on tails!)

Ghostly
Your Lockmates body is attempting to wisp away.. Parts of their body permanently turn phantom-like.

Biter
Mouths appear anywhere on your Lockmates body. (Mouths cannot be on tails!)

The Plush Potion allows you to add any of the following mutations to your Lockmate:

Plush Body
Your Lockmate's body is now a plushie! Are they full of... Stuffing or..? Can add button eyes, tags, etc!

Zipper
A large zipper is now present someplace on their body! What does it lead to?

Kigu
Your Lockmate now has a built-in hood! Feel free to customize it as you please!

The Craft Potion allows you to add any of the following mutations to your Lockmate:

Paper Body
Your Lockmate's body is covered in paper! Talk about being good at paper mache..

Scribbles
Some parts of your lockmates body can now be scribbled on, and have alternating patterns!

The Crystaline Potion allows you to add any of the following mutations to your Lockmate:

Bejewled
Your Lockmate's body naturally grows crystals and jewels- these can be removed and they will grow back. This can also include small or large geodes.

The Sweet Potion allows you to add any of the following mutations to your Lockmate:

Edible
Your Lockmate's body is now made of food! The food can be anything, so long as it's edible!

The Sparkle Potion allows you to add any of the following mutations to your Lockmate:

Bioluminescence
Your Lockmate's body can now glow; this can be specific markings, colours, etc. Only the outside of their body glows.

Body Sparkles
Your Lockmate's body is now forever surrounded by glitter and sparkles!

Chromatic
Your Lockmate's body can change colour!

The Crawly Potion allows you to add any of the following mutations to your Lockmate:

Fae Wings
Your Lockmate gains a large pair of bug-like wings! They may have 2 or 4 total wings.

Mandible
Your lockmate gets added mandibles! Better for... Eating?

The Prehistoric Potion allows you to add any of the following mutations to your Lockmate:

Scale Stomach
Add a scaley stomach to your Lockmate!

Body Scales
Reptillian scales are added to your Lockmates body!

Ridges
Add hard spikes along your Lockmate's back!

Reptile
Replaces your Lockmates tail with a short or long thick tail!

Gator
Replaces your Lockmates tail with a Gator tail!

The Depths Potion allows you to add any of the following mutations to your Lockmate:

Manta
Can have manta wings on just the tail, or connecting up their back.

Kracken
Replaces your Lockmates tail with a 4-8 tentacles!

Eel
Replaces your Lockmates tail with large eel tail.

Jellyfish
Replaces your Lockmates tail with Jellyfish feelers!

Squid
Replaces your Lockmates tail with a 4-8 tentacles!

Lore


Lockmates are magical creatures that can be found all over the earth often living in hidden villages. All lockmates strive to master their magical abilities and once they do they can earn the keys that will unlock their true unbound forms.
They follow the belief that there are two gods responsible for everything that exists, the light briner and the dark one. The light bringer is said to be responsible for everything living and bright. All the plants, animals, and the earth itself. However when it comes to otherworldly things, it is believed to come from the dark one. The dark one originally lived in the underworld, only visiting the overworld in hopes of finding companionship. In his loneliness he created the stars and the sky itself to fill the empty void in his heart. The light bringer took pity on him and allowed him to accept souls into his land when their time had come. The dark one has a reputation for being a reasonable god, but also one with a large temper. Deals can be struck with him, but if you don't hold up your end of the deal, he will curse you. This is the origin of the cursed lockmates.


Basic Forms

50% Lockmates are their own personal feral variant, often only used in dire situations (i.e. to escape predators) The 50% forms are often also used for self-healing as these forms require minimal effort to keep, allowing their bodies to safely heal and regenerate if necessary. It is not recommended they stay in these forms forever as, while therapeutic, can eventually cause bodily strain.
Lockmates have triangle-shaped bodies with narrow shoulders and wider legs with short little feet. Their arms often drag the ground as they walk due to how long they are. A lockmate can have 4-5 finger claws and optional pawpads.
A Lockmate's body can also be compared to a plush toy, being chubby, soft, and very squishy to the touch. Lockmates do have mouths, but they are not visible until they eat.
A Lockmate's height will usually range from height of 1 to 3 feet ( 12 - 39 inches)
50% forms are feral, about the size of a house-cat to a medium sized dog. Instead of claws, they have tiny hooves and their eyes don't have pupils or an iris, only a sclera. This minimizes their bodies, making transportation easier and allowing their bodies to preserve energy.


Written Language


Horn Potion
500 Mana
Allows you to upgrade your horns to any common-rare horns.

Tail Potion
500 Mana
Allows you to upgrade your tail to any common-rare tail.

Cloudy Vial
15,000 Starbits

Galactic Potion
15,000 Starbits


By completing prompts, participating in activities, or learning in magic school, your Lockmate can earn Mana!Mana can be used to quickly learn magic, bypassing other prompt requirements to learn the skills!

Ice Magic Here

Dawn Magic Here

Dusk Magic Here

Like most other species, Lockmates have the ability to learn magic! Some learn magic independently, while others will attend classes to learn the necessary skills for each type of Lockmate magic!These keys grant Lockmates who've learned the skills complete mastry over the specific type of magic the key represents, these keys only being obtainable by the teachers in charge of teaching the skills.While Lockmates do not need magic to survive throughout their normal, everyday lives, these skills and abilities could prove beneficial during their long, lifelong journey to find their key.

Fire Magic:
1. Heat Manipulation
2. Flame Conjuring
3. Coloured Flames
4. Incinerate
5. Smoke control
6. Fire Breath

Water Magic:
1. Blow Bubbles
2. Condense Water
3. Filter Water
4. Walk on Water
5. Water Manipulation
6. Freeze Water

Earth Magic:
1. Minor Earth Manipulation
2. Sprout Seeds
3. Sense Vibrations
4. Major Earth Manipulation
5. Instant Grow
6. Earth Tunneling

Air Magic:
-Conjure Breeze
-Sound Manipulation
-Air Breath
-Enhance Speed
-Levitation
-Conjure Storms

Electric Magic:
1. Generate Static
2. Minor Static Manipulation
3. Magnetism
4. Generate Electricity
5. Electro Ball
6. Conjure Storms

Electric Magic:
1. Generate Static
2. Minor Static Manipulation
3. Magnetism
4. Generate Electricity
5. Electro Ball
6. Conjure Storms

Light Magic:
(If you learn Light magic, you cannot learn Dark magic!)
1. Generate Light
2. Minor Healing
3. Telekenesis
4. Major Healing
5. Telepathy
6. Free Flight

Dark Magic:
(If you learn Dark magic, you cannot learn light magic!)
1. Night Stealth
2. Fear Spell
3. Hypnosis
4. Poison Manipulation
5. Conjure Shadows
6. Bloodbending