Post by Zeich Yajuu on Aug 9, 2018 21:19:53 GMT -5
Welcome to Urahara’s Store, the one-and-only purveyor of the highest-quality goods across the many worlds! Here in this shop you will find an assortment of items and equipment that are sure to give you options and advantages in battle, so long as you have the coin to procure them! The listing below is our standard stock, available at all times throughout the year, but keep in mind that we occasionally release special catalogs that contain unique items at various points throughout the year!
So please, feel free to browse and purchase to your heart’s—and wallet’s—content.
So please, feel free to browse and purchase to your heart’s—and wallet’s—content.
{Purchasing of Items}
When purchasing items, please post all items being purchased along with their value and the final cost of the transaction, as well as a link to your point bank to show that you have sufficient currency to afford it. Please do not edit posts, as it can create confusion on what was bought and when.
When purchasing an item with a variable Class, please specify which Class version you are buying. For example: “Buying a Class 4 Plasma Blade.”
When purchasing items, please post all items being purchased along with their value and the final cost of the transaction, as well as a link to your point bank to show that you have sufficient currency to afford it. Please do not edit posts, as it can create confusion on what was bought and when.
When purchasing an item with a variable Class, please specify which Class version you are buying. For example: “Buying a Class 4 Plasma Blade.”
{Donation of Items}
Looking to add items to the store? See a weapon you really like, but it only comes in a sword and not a spear or bow? Feel free to submit general items to the shop via custom item creation, and fill in "Yes" under "Donated to Urahara's". If approved, newly donated items will be added to the shop list below.
Looking to add items to the store? See a weapon you really like, but it only comes in a sword and not a spear or bow? Feel free to submit general items to the shop via custom item creation, and fill in "Yes" under "Donated to Urahara's". If approved, newly donated items will be added to the shop list below.
{Item Explanations}
For those who are unfamiliar with how our items are set up, here is the breakdown to the various categories:
Name: Pretty self-explanatory.
Description: What does the item look like? What is its purpose?
Item Type: What category will this item belong to? Items must fit under one of the categories listed (Weapon, Armor, Tools (Combat Tools), or Utility (Non-Combat Tools)).
Class: What range of Classes does this category cover? A sword, for example, might be Class 8-1 because it can be made out of different materials and techniques to make it sturdier, but say a basic smoke grenade whose only ability is to create a cloud of smoke might only go Class 8-6, and Class ups might only give it a wider range. Additionally, a character must possess an equal or greater Class to the item they’re buying, so a Class 8 character can’t buy a Class 1 weapon, no matter how much money they have.
Item Power (IP): This static value is used in place of the user’s OS to determine its offensive or defensive capabilities. In a clash between this item and another ability, use this value in place of the offensive stat. Additionally, when damage is done that exceeds the IP of any defensive item or armor, the remaining force still carries through to strike the blocker. This is often written in a format of [Base Power + Power Gained Per Class] or something like 100 + 75/Class. This indicates the power that an item has at its lowest Class, and how much it gains per Class up until its highest Class. So if an item is Class 7-4, and it has an IP of 100 + 75/Class, it’d have an IP of 100 at Class 7, 175 at Class 6, 250 at Class 5, and 325 at Class 4.
Offense Type: This is a major component for Weapon and certain Utility (Combat) items. What type of OS is this? We have either Physical or Spiritual, which determines what sort of abilities defend against it. For example, if using a basic sword, it would use Physical, which could be blocked by physical barriers, flex defense, etc. But if using a gun that fired Bala-like bullets, they would be Spiritual, meaning that regular flex defense wouldn’t work, and only spiritual flex would. Additional damage types would also go here, such as elemental properties (a gun that fired flaming Bala would be Spiritual/Fire, so that any techniques that affect fire would be indicated to affect this, for example).
Durability: This is basically how well an item can stand up to attacks. If an item is hit by any attack that surpasses its IP, it takes damage equal to half of the superior attack. For example, if a sword has an IP of 600, an attack of 700 would damage it for 350 of its durability. A normal item's durability should be equal to 3x its base IP for defensive items, and 2x its base IP for other non-consumable items, though exceptions can be made as a bonus (in exchange for relative drawbacks) or as a drawback (weakening durability, but gives more bonuses for being frail).
However, note that these examples assume a clash of equal Class. If the damaging force is within one Class of the item or equal to it, then damage is 50% of the OS as normal. However, if the damaging force is two Classes greater, it will do 100% of the OS to the item’s durability. Conversely, if the damaging force is two Classes greater, it will do no damage to the item, as the craftsmanship is solid enough to stand up to insufficient attacks.
As an example, the sword above should have a durability of 1200, meaning four hits with that 700 OS would break it (700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability)(700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability). However, if that sword is Class 4, and the attack is Class 2 or higher, then it would only take two hits at 700 OS to break it, while any attacks from Class 6 or lower would be unable to damage it at all. Additionally, consumable weapons only have a durability equal to their IP, as they are meant to break and be destroyed on use anyway, leaving them fragile.
In a DE or DP thread, a broken item is lost permanently; in an NDE thread, an item receives one "strike" (to be indicated in the user's item list in their Point Bank). After three strikes, an item is permanently broken, even in an NDE. Consumables are always lost on use, regardless of thread type.
Bonuses: This is basically any non-damaging properties that this weapon has. For example, a blade might be able to be charged by spending 100 Reiatsu to make the next attack Spiritual instead of Physical, enabling them to bypass a high-strength flex defense. It could be explaining a smoke bomb’s ability to blind others, what sort of range it has, what sort of senses are needed to see through it, etc.
Drawbacks: Pretty much as stated, any drawbacks to using this item. For a larger greatsword, for example, attacks made with it might be slightly slower. A cursed-type item might drain Reiatsu from the user every post whether they want it to or not. Drawbacks are meant to balance out bonuses and IP as per normal with our technique guides.
Costs: Straightforward, and uses a similar formula to IP: [Lowest Class Cost + Cost Increase/Class]. For example, if the cost is 1000 + 750/Class, then it would be 1000 at base Class, 1750 at Class+1, 2500 at Class+2, etc.
For those who are unfamiliar with how our items are set up, here is the breakdown to the various categories:
Name: Pretty self-explanatory.
Description: What does the item look like? What is its purpose?
Item Type: What category will this item belong to? Items must fit under one of the categories listed (Weapon, Armor, Tools (Combat Tools), or Utility (Non-Combat Tools)).
Class: What range of Classes does this category cover? A sword, for example, might be Class 8-1 because it can be made out of different materials and techniques to make it sturdier, but say a basic smoke grenade whose only ability is to create a cloud of smoke might only go Class 8-6, and Class ups might only give it a wider range. Additionally, a character must possess an equal or greater Class to the item they’re buying, so a Class 8 character can’t buy a Class 1 weapon, no matter how much money they have.
Item Power (IP): This static value is used in place of the user’s OS to determine its offensive or defensive capabilities. In a clash between this item and another ability, use this value in place of the offensive stat. Additionally, when damage is done that exceeds the IP of any defensive item or armor, the remaining force still carries through to strike the blocker. This is often written in a format of [Base Power + Power Gained Per Class] or something like 100 + 75/Class. This indicates the power that an item has at its lowest Class, and how much it gains per Class up until its highest Class. So if an item is Class 7-4, and it has an IP of 100 + 75/Class, it’d have an IP of 100 at Class 7, 175 at Class 6, 250 at Class 5, and 325 at Class 4.
Offense Type: This is a major component for Weapon and certain Utility (Combat) items. What type of OS is this? We have either Physical or Spiritual, which determines what sort of abilities defend against it. For example, if using a basic sword, it would use Physical, which could be blocked by physical barriers, flex defense, etc. But if using a gun that fired Bala-like bullets, they would be Spiritual, meaning that regular flex defense wouldn’t work, and only spiritual flex would. Additional damage types would also go here, such as elemental properties (a gun that fired flaming Bala would be Spiritual/Fire, so that any techniques that affect fire would be indicated to affect this, for example).
Durability: This is basically how well an item can stand up to attacks. If an item is hit by any attack that surpasses its IP, it takes damage equal to half of the superior attack. For example, if a sword has an IP of 600, an attack of 700 would damage it for 350 of its durability. A normal item's durability should be equal to 3x its base IP for defensive items, and 2x its base IP for other non-consumable items, though exceptions can be made as a bonus (in exchange for relative drawbacks) or as a drawback (weakening durability, but gives more bonuses for being frail).
However, note that these examples assume a clash of equal Class. If the damaging force is within one Class of the item or equal to it, then damage is 50% of the OS as normal. However, if the damaging force is two Classes greater, it will do 100% of the OS to the item’s durability. Conversely, if the damaging force is two Classes greater, it will do no damage to the item, as the craftsmanship is solid enough to stand up to insufficient attacks.
As an example, the sword above should have a durability of 1200, meaning four hits with that 700 OS would break it (700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability)(700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability). However, if that sword is Class 4, and the attack is Class 2 or higher, then it would only take two hits at 700 OS to break it, while any attacks from Class 6 or lower would be unable to damage it at all. Additionally, consumable weapons only have a durability equal to their IP, as they are meant to break and be destroyed on use anyway, leaving them fragile.
In a DE or DP thread, a broken item is lost permanently; in an NDE thread, an item receives one "strike" (to be indicated in the user's item list in their Point Bank). After three strikes, an item is permanently broken, even in an NDE. Consumables are always lost on use, regardless of thread type.
Bonuses: This is basically any non-damaging properties that this weapon has. For example, a blade might be able to be charged by spending 100 Reiatsu to make the next attack Spiritual instead of Physical, enabling them to bypass a high-strength flex defense. It could be explaining a smoke bomb’s ability to blind others, what sort of range it has, what sort of senses are needed to see through it, etc.
Drawbacks: Pretty much as stated, any drawbacks to using this item. For a larger greatsword, for example, attacks made with it might be slightly slower. A cursed-type item might drain Reiatsu from the user every post whether they want it to or not. Drawbacks are meant to balance out bonuses and IP as per normal with our technique guides.
Costs: Straightforward, and uses a similar formula to IP: [Lowest Class Cost + Cost Increase/Class]. For example, if the cost is 1000 + 750/Class, then it would be 1000 at base Class, 1750 at Class+1, 2500 at Class+2, etc.
Weapons (Non-Consumable)
{Bladed Weapons (Swords, Daggers, etc)}
Name: Spiritual Steel Sword
Description: A rather basic weapon, this shortsword has a blade about eighteen inches in length, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Dagger
Description: A rather basic weapon, this dagger has a length of about twelve inches, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.5x Base IP
Bonuses: Attacks with this weapon have their speed increased by 10% due to the lightness of the weapon. This does not apply to techniques.
Drawbacks: None
Costs: 2000 Ryo + 750/Class
Name: Spiritual Steel Greatsword
Description: A rather basic weapon, this greatsword has a blade about forty inches in length, and the entire weapon, including the hilt, is made out of spiritual steel. It requires both hands to wield effectively.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 200 + 125/Class (Max IP: 950)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: Due to its size, attacks made with this weapon have their speed decreased by 10%. This does not apply to techniques.
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Khanda
Description: A rather basic weapon, the Khanda is a double-edged straight sword with a spike at its hilt. It can be used for chopping with either side of the blade, or to stab foes with the hilt end.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 100/Class (Max IP: 750)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3500 Ryo + 1000/Class
Name: Spiritual Steel Uchigatana
Description: A rather basic weapon, this katana has a blade about twenty-eight inches in length, and is curved at the end. It is made to be wielded either one- and two-handed with ease.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 100/Class (Max IP: 750)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Burning Blade
Description: A basic spiritual steel weapon, this one comes with a special blade coated in black tar. When Reiatsu is sent through the weapon, it ignites into flame as long as the spiritual energy is maintained, allowing the weapon to burn through objects it slashes.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 500 + 75/Class (Max IP: 725)
Offense Type: Physical / Fire
Durability: 2x Base IP
Bonuses: When Reiatsu is channeled through the blade, the weapon ignites and is shrouded in flames that extend an inch from its length in all directions. Any attacks with this weapon will inflict third-degree burns on opponents struck, and will be treated as fire for the purpose of any techniques or drawbacks that are affected by fire.
Drawbacks: To use the blade’s power, 50 Reiatsu must be spent, and 50 Reiatsu per post of consistent use. Additionally, the heat of the weapon slowly fatigues the user, causing them to use 25% more stamina every post in which the weapon is lit.
Costs: 8000 Ryo + 3000/Class
Name: Liquid Blade
Description: A basic spiritual steel weapon, this one looks almost like quicksilver molded into the form of a sword. When Reiatsu is channeled through it, the blade loses its solidity but maintains its shape through the Reiatsu molding it. This allows it to pass around physical objects to prevent being blocked, reforming once it is past the obstruction.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 500 + 50/Class (Max IP: 650)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: When Reiatsu is channeled through the blade, the weapon takes on a liquid-like property that allows it to flow around physical objects in its path and reform on the opposite side. This makes it unable to be used for blocking while active, but prevents it from being blocked. Additionally, while in liquid form, this item cannot take durability damage from physical sources.
Drawbacks: To use the blade’s power, 50 Reiatsu must be spent, and 50 Reiatsu per post of maintained use. When used in liquid form, its properties work both ways, preventing it from being blocked. Finally, in liquid form, this item takes 50% more durability damage from Spiritual attacks.
Costs: 8000 Ryo + 3000/Class
Name: Plasma Blade
Description: A metal blade about the average length of a shortsword that extends from a cylindrical silver hilt that contains both a green and red button. When the green button is pressed, the existing blade is infused with glowing plasma of the user’s choice in color that increases its power notably through the use of the user’s Reiatsu. Pressing the red button ends the effect and restores the weapon to its normal unpowered state.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: When the green button is pressed, the Plasma Blade has its IP increased by 50 (Class 4), 100 (Class 3), 150 (Class 2) or 200 (Class 1) and has its Offensive Type change from Physical to Spiritual. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing the green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it.
Costs: 8000 Ryo + 3000/Class
Name: Dual Plasma Blade
Description: Two metal blades extend from either end of a cylindrical silver hilt that contains two green buttons and a single red button. When the green button is pressed, the blade on that end is infused with glowing plasma of the user’s choice in color that increases its power notably through the use of the user’s Reiatsu. Pressing the red button ends the effect for both blades and restores the weapon to its normal unpowered state.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: When the green button is pressed, the Dual Plasma Blade has its IP increased by 50 (Class 4), 100 (Class 3), 150 (Class 2) or 200 (Class 1) for one blade and has its Offensive Type change from Physical to Spiritual. If both green buttons are pushed, this applies to both blades. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing each green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it. This means that if both blades are active, then the user will lose 100 Reiatsu per post. Additionally, due to the thinner nature of both blades keeping the weapon light, it is slightly less durable than normal.
Costs: 9000 Ryo + 3000/Class
Name: Spiritual Steel Scabbard
Description: Made to be paired with a specific bladed weapon, this scabbard is customized to fit the weapon perfectly and allow it to be drawn with ease. Additionally, the scabbard itself is made of a stronger spiritual steel to protect its weapon while sheathed, making it incredibly sturdy and even able to be wielded as an improvised, albeit weaker, weapon.
Type of Item: Weapon
Class: 7-1
Item Power (IP): Half of the paired weapon's IP.
Offense Type: Physical
Durability: 50% greater than the paired weapon's durability.
Bonuses: This item must be purchased at the same time as another item from the bladed weapons category. It is identical in shape and size to the weapon's blade, and can be wielded as a weapon in itself thanks to its durable structure.
Drawbacks: Due to being a sheath, this weapon cannot cut or pierce an opponent, only deal blunt damage. Additionally, it will only hold the weapon that it was made for.
Costs: Equal to paired weapon's cost.
Name: Spiritual Steel Sword
Description: A rather basic weapon, this shortsword has a blade about eighteen inches in length, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Dagger
Description: A rather basic weapon, this dagger has a length of about twelve inches, and the entire weapon, including the hilt, is made out of spiritual steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.5x Base IP
Bonuses: Attacks with this weapon have their speed increased by 10% due to the lightness of the weapon. This does not apply to techniques.
Drawbacks: None
Costs: 2000 Ryo + 750/Class
Name: Spiritual Steel Greatsword
Description: A rather basic weapon, this greatsword has a blade about forty inches in length, and the entire weapon, including the hilt, is made out of spiritual steel. It requires both hands to wield effectively.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 200 + 125/Class (Max IP: 950)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: Due to its size, attacks made with this weapon have their speed decreased by 10%. This does not apply to techniques.
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Khanda
Description: A rather basic weapon, the Khanda is a double-edged straight sword with a spike at its hilt. It can be used for chopping with either side of the blade, or to stab foes with the hilt end.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 100/Class (Max IP: 750)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3500 Ryo + 1000/Class
Name: Spiritual Steel Uchigatana
Description: A rather basic weapon, this katana has a blade about twenty-eight inches in length, and is curved at the end. It is made to be wielded either one- and two-handed with ease.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 100/Class (Max IP: 750)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Burning Blade
Description: A basic spiritual steel weapon, this one comes with a special blade coated in black tar. When Reiatsu is sent through the weapon, it ignites into flame as long as the spiritual energy is maintained, allowing the weapon to burn through objects it slashes.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 500 + 75/Class (Max IP: 725)
Offense Type: Physical / Fire
Durability: 2x Base IP
Bonuses: When Reiatsu is channeled through the blade, the weapon ignites and is shrouded in flames that extend an inch from its length in all directions. Any attacks with this weapon will inflict third-degree burns on opponents struck, and will be treated as fire for the purpose of any techniques or drawbacks that are affected by fire.
Drawbacks: To use the blade’s power, 50 Reiatsu must be spent, and 50 Reiatsu per post of consistent use. Additionally, the heat of the weapon slowly fatigues the user, causing them to use 25% more stamina every post in which the weapon is lit.
Costs: 8000 Ryo + 3000/Class
Name: Liquid Blade
Description: A basic spiritual steel weapon, this one looks almost like quicksilver molded into the form of a sword. When Reiatsu is channeled through it, the blade loses its solidity but maintains its shape through the Reiatsu molding it. This allows it to pass around physical objects to prevent being blocked, reforming once it is past the obstruction.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 500 + 50/Class (Max IP: 650)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: When Reiatsu is channeled through the blade, the weapon takes on a liquid-like property that allows it to flow around physical objects in its path and reform on the opposite side. This makes it unable to be used for blocking while active, but prevents it from being blocked. Additionally, while in liquid form, this item cannot take durability damage from physical sources.
Drawbacks: To use the blade’s power, 50 Reiatsu must be spent, and 50 Reiatsu per post of maintained use. When used in liquid form, its properties work both ways, preventing it from being blocked. Finally, in liquid form, this item takes 50% more durability damage from Spiritual attacks.
Costs: 8000 Ryo + 3000/Class
Name: Plasma Blade
Description: A metal blade about the average length of a shortsword that extends from a cylindrical silver hilt that contains both a green and red button. When the green button is pressed, the existing blade is infused with glowing plasma of the user’s choice in color that increases its power notably through the use of the user’s Reiatsu. Pressing the red button ends the effect and restores the weapon to its normal unpowered state.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: When the green button is pressed, the Plasma Blade has its IP increased by 50 (Class 4), 100 (Class 3), 150 (Class 2) or 200 (Class 1) and has its Offensive Type change from Physical to Spiritual. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing the green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it.
Costs: 8000 Ryo + 3000/Class
Name: Dual Plasma Blade
Description: Two metal blades extend from either end of a cylindrical silver hilt that contains two green buttons and a single red button. When the green button is pressed, the blade on that end is infused with glowing plasma of the user’s choice in color that increases its power notably through the use of the user’s Reiatsu. Pressing the red button ends the effect for both blades and restores the weapon to its normal unpowered state.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: When the green button is pressed, the Dual Plasma Blade has its IP increased by 50 (Class 4), 100 (Class 3), 150 (Class 2) or 200 (Class 1) for one blade and has its Offensive Type change from Physical to Spiritual. If both green buttons are pushed, this applies to both blades. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing each green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it. This means that if both blades are active, then the user will lose 100 Reiatsu per post. Additionally, due to the thinner nature of both blades keeping the weapon light, it is slightly less durable than normal.
Costs: 9000 Ryo + 3000/Class
Name: Spiritual Steel Scabbard
Description: Made to be paired with a specific bladed weapon, this scabbard is customized to fit the weapon perfectly and allow it to be drawn with ease. Additionally, the scabbard itself is made of a stronger spiritual steel to protect its weapon while sheathed, making it incredibly sturdy and even able to be wielded as an improvised, albeit weaker, weapon.
Type of Item: Weapon
Class: 7-1
Item Power (IP): Half of the paired weapon's IP.
Offense Type: Physical
Durability: 50% greater than the paired weapon's durability.
Bonuses: This item must be purchased at the same time as another item from the bladed weapons category. It is identical in shape and size to the weapon's blade, and can be wielded as a weapon in itself thanks to its durable structure.
Drawbacks: Due to being a sheath, this weapon cannot cut or pierce an opponent, only deal blunt damage. Additionally, it will only hold the weapon that it was made for.
Costs: Equal to paired weapon's cost.
{Pole Weapons (Spears, Staves, etc)}
Name: Spiritual Steel Polearm
Description: A rather basic weapon, this polearm is about five feet in length with a blade of approximately eighteen inches at the end. The blade is made of spiritual steel, and the shaft is treated to be similarly durable, though it is slightly weaker than pure steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 125 + 100/Class (Max IP: 725)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Staff
Description: A simple pole about six feet in length, the staff is meant to be used for a combination of balance and range along with swift and simple attacks.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Polearm
Description: A rather basic weapon, this polearm is about five feet in length with a blade of approximately eighteen inches at the end. The blade is made of spiritual steel, and the shaft is treated to be similarly durable, though it is slightly weaker than pure steel.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 125 + 100/Class (Max IP: 725)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
Name: Spiritual Steel Staff
Description: A simple pole about six feet in length, the staff is meant to be used for a combination of balance and range along with swift and simple attacks.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 2x Base IP
Bonuses: None
Drawbacks: None
Costs: 3000 Ryo + 1000/Class
{Ranged Weapons (Bows, Arrows, Whips, Returning Weapons, etc)}
Name: Spiritual Steel Longbow
Description: A rather basic longbow, six feet in size and primarily made out of spiritual steel. Includes a quiver with purchase.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: N/A
Drawbacks: N/A
Costs: 3000 Ryo + 1000/Class
Name: Arrows (20)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow.
Class: 7-1
Item Type: Bow Ammunition
Item Power (IP): 200 + 100/class, maximum 800.
Offense Type: Physical.
Durability: Equal to Item Power.
Bonuses: Intended as disposable ammunition, the shaft of each arrow melts into gaudy pink gel shortly after impact, leaving only the arrowhead behind.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow.
Cost: Sold in 20 arrow bundles for 2500 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Stone (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting piled stones.
Class: 6-1
Item Type: Bow Ammunition
Item Power (IP): 300 + 100/Class. maximum 800.
Offense Type: Binding
Durability: Twice Item Power.
Bonuses: Upon impact, the arrow abruptly vanishes, leaving only the arrowhead behind. This lingering arrowhead expands into a person-sized lump of clay which engulfs anything nearby before it quickly hardens into a boulder, potentially trapping a target's limb or weapon in its mass. Enemies trapped in this way are near-immobilized by the weight of the stone attached to them.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The created stone is intended to bind targets, rather than kill, and as such does no damage. It can be lifted with a Strength or at least 75% its Item Power, or destroyed weapons or techniques with an OS greater than its Item Power.
Cost: Sold in 10 arrow bundles for 4200 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Lake (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting ripples.
Class: 4-1
Item Type: Bow Ammunition
Item Power (IP): 500 + 100/Class, maximum 800.
Offense Type: None.
Durability: Equal to twice Item Power.
Bonuses: Once fired, the arrow abruptly vanishes, leaving a hexagonal water barrier in its place. This barrier continues along the fired trajectory, acting a defensive shield.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The barrier created by a lake arrow moves on its own, traveling it's original line of fire, and pushes interfering objects in its path with a strength of 50% of Item Power, if this is not enough to move an obstacle, the barrier effect ends. The barrier is still subject to durability rules, using the arrow's own durability.
Cost: Sold in 10 arrow bundles for 8000 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Grain (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting swaying grain.
Class: 7
Item Type: Bow Ammunition
Item Power (IP): N/A
Offense Type: N/A
Durability: 100.
Bonuses: Upon impact, the arrow abruptly vanishes, and a field of ripe wheat immediately sprouts from where it struck, which continues to spread in an expanding circle until it reaches an eight meter diameter. While the intended use is feeding the hungry, it also provides cover and concealment for the desperate.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow.
Cost: Sold in 10 arrow bundles for 2200 Ryo.
Name: Reimyaku-seal Arrow - Storm (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting a storm.
Class: 5-1
Item Type: Bow Ammunition
Item Power (IP): 450 + 50/Class, maximum 650.
Offense Type: Spiritual / Lightning
Durability: Equal to Item Power.
Bonuses: Upon impact, the arrow abruptly vanishes, leaving a crackling, spherical thundercloud that lingers in place for three post cycles, dealing damage based on its Item Power to any individuals who touch it. Touching the cloud multiple times will result in taking the full damage each time.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The thundercloud created by a storm arrow is stationary, allowing targets to simply walk away if not otherwise kept in place. It poses an equal hazard for the user, should they come into contact with it.
Cost: Sold in 10 arrow bundles for 5800 Ryo + 1000/Class.
Name: Spiritual Steel Whip
Description: A long length of thick metallic wire separated into dozens of segments fitted with small spikes, this whip is intended to wrap around its victims and dig into their flesh.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: N/A
Drawbacks: N/A
Costs: 3000 Ryo + 1000/Class
Name: Plasma Whip
Description: A long length of thick metallic wire extends from a silver hilt that contains a red and green button. The wire is nearly five feet in length, and can be moved with ease thanks to its lightweight and flexible nature. When the green button is pressed, the entire length of wire releases a thin layer of plasma that coats it, allowing it to sear through objects it touches. Pressing the red button ends this effect and restores the weapon to normal.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: When the green button is pressed, the Plasma Whip has its IP increased by 25 (Class 4), 50 (Class 3), 75 (Class 2) or 100 (Class 1) and has its Offensive Type change from Physical to Spiritual. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing the green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it. Additionally, due to the length through which the Reiatsu must pass, the plasma is slightly weaker.
Costs: 8000 Ryo + 2500/Class
Name: Spiritual Steel Longbow
Description: A rather basic longbow, six feet in size and primarily made out of spiritual steel. Includes a quiver with purchase.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: N/A
Drawbacks: N/A
Costs: 3000 Ryo + 1000/Class
Name: Arrows (20)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow.
Class: 7-1
Item Type: Bow Ammunition
Item Power (IP): 200 + 100/class, maximum 800.
Offense Type: Physical.
Durability: Equal to Item Power.
Bonuses: Intended as disposable ammunition, the shaft of each arrow melts into gaudy pink gel shortly after impact, leaving only the arrowhead behind.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow.
Cost: Sold in 20 arrow bundles for 2500 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Stone (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting piled stones.
Class: 6-1
Item Type: Bow Ammunition
Item Power (IP): 300 + 100/Class. maximum 800.
Offense Type: Binding
Durability: Twice Item Power.
Bonuses: Upon impact, the arrow abruptly vanishes, leaving only the arrowhead behind. This lingering arrowhead expands into a person-sized lump of clay which engulfs anything nearby before it quickly hardens into a boulder, potentially trapping a target's limb or weapon in its mass. Enemies trapped in this way are near-immobilized by the weight of the stone attached to them.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The created stone is intended to bind targets, rather than kill, and as such does no damage. It can be lifted with a Strength or at least 75% its Item Power, or destroyed weapons or techniques with an OS greater than its Item Power.
Cost: Sold in 10 arrow bundles for 4200 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Lake (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting ripples.
Class: 4-1
Item Type: Bow Ammunition
Item Power (IP): 500 + 100/Class, maximum 800.
Offense Type: None.
Durability: Equal to twice Item Power.
Bonuses: Once fired, the arrow abruptly vanishes, leaving a hexagonal water barrier in its place. This barrier continues along the fired trajectory, acting a defensive shield.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The barrier created by a lake arrow moves on its own, traveling it's original line of fire, and pushes interfering objects in its path with a strength of 50% of Item Power, if this is not enough to move an obstacle, the barrier effect ends. The barrier is still subject to durability rules, using the arrow's own durability.
Cost: Sold in 10 arrow bundles for 8000 Ryo + 750 Ryo/Class.
Name: Reimyaku-seal Arrow - Grain (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting swaying grain.
Class: 7
Item Type: Bow Ammunition
Item Power (IP): N/A
Offense Type: N/A
Durability: 100.
Bonuses: Upon impact, the arrow abruptly vanishes, and a field of ripe wheat immediately sprouts from where it struck, which continues to spread in an expanding circle until it reaches an eight meter diameter. While the intended use is feeding the hungry, it also provides cover and concealment for the desperate.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow.
Cost: Sold in 10 arrow bundles for 2200 Ryo.
Name: Reimyaku-seal Arrow - Storm (10)
Description: Spiritual steel arrowheads attached to a shaft made from a low-weight synthetic material. Intended to be used with a bow. Reimyaku-seal arrows contain a dense natural reiryoku that's waiting to be freed. The head is engraved with a mark depicting a storm.
Class: 5-1
Item Type: Bow Ammunition
Item Power (IP): 450 + 50/Class, maximum 650.
Offense Type: Spiritual / Lightning
Durability: Equal to Item Power.
Bonuses: Upon impact, the arrow abruptly vanishes, leaving a crackling, spherical thundercloud that lingers in place for three post cycles, dealing damage based on its Item Power to any individuals who touch it. Touching the cloud multiple times will result in taking the full damage each time.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Each individual arrow may only be used once. Using bow ammunition requires a bow of equal or lesser Class than the arrow. The thundercloud created by a storm arrow is stationary, allowing targets to simply walk away if not otherwise kept in place. It poses an equal hazard for the user, should they come into contact with it.
Cost: Sold in 10 arrow bundles for 5800 Ryo + 1000/Class.
Name: Spiritual Steel Whip
Description: A long length of thick metallic wire separated into dozens of segments fitted with small spikes, this whip is intended to wrap around its victims and dig into their flesh.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 100/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: N/A
Drawbacks: N/A
Costs: 3000 Ryo + 1000/Class
Name: Plasma Whip
Description: A long length of thick metallic wire extends from a silver hilt that contains a red and green button. The wire is nearly five feet in length, and can be moved with ease thanks to its lightweight and flexible nature. When the green button is pressed, the entire length of wire releases a thin layer of plasma that coats it, allowing it to sear through objects it touches. Pressing the red button ends this effect and restores the weapon to normal.
Type of Item: Weapon
Class: 4-1
Item Power (IP): 550 + 50/Class (Max IP: 700)
Offense Type: Physical
Durability: 1.75x Base IP
Bonuses: When the green button is pressed, the Plasma Whip has its IP increased by 25 (Class 4), 50 (Class 3), 75 (Class 2) or 100 (Class 1) and has its Offensive Type change from Physical to Spiritual. When the red button is pushed, revert the IP to normal and the Offensive Type back to Physical.
Drawbacks: After pushing the green button, the user loses 50 Reiatsu per post until the red button is pushed and deactivates it. Additionally, due to the length through which the Reiatsu must pass, the plasma is slightly weaker.
Costs: 8000 Ryo + 2500/Class
{Firearms (Gun License, Guns, and Ammunition)}
Name: Level 1 Firearm License
Description: A certificate indicating the user's ability to purchase and use basic firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops, or for higher-level firearms.
Type of Item: Weapon License
Class: 5
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 4 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 5 to purchase this item.
Costs: 5000 Ryo
Name: Level 2 Firearm License
Description: A certificate indicating the user's ability to purchase and use advanced firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops, or for higher-level firearms.
Type of Item: Weapon License
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 2 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 3 to purchase this item.
Costs: 10000 Ryo
Name: Level 3 Firearm License
Description: A certificate indicating the user's ability to purchase and use the most powerful firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops.
Type of Item: Weapon License
Class: 1
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 1 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 1 to purchase this item.
Costs: 15000 Ryo
Name: Model RE-1 Reiatsu Pistol
Description: A basic handgun whose purpose is to take the user's Reiatsu, condense it into spiritual bullets, and release them. These bullets are much like Bala, traveling at fast speed and striking with impact rather than explosive force.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 200 + 100/Class (Max IP: 600)
Offense Type: Spiritual
Durability: 2x IP
Bonuses: By paying 50 Reiatsu per shot, this firearm releases bullets of condensed spiritual energy, much like firing a Bala. These travel at 600 speed, and on impact they strike with blunt, bludgeoning force rather than piercing or explosive force. This weapon can also be combined with Reiatsu packs to alter its effects.
Drawbacks: Cannot be used with ammo packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model RE-2 Reiatsu Rifle
Description: A basic assault rifle whose purpose is to take the user's Reiatsu, condense it into spiritual bullets, and release them. These bullets are much like Bala, traveling at fast speed and striking with impact rather than explosive force. The rifle fires in short bursts of five shots rather than individual blasts, which weakens them slightly, but offers more overall chance to land a hit.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 150 + 100/Class (Max IP: 550)
Offense Type: Spiritual
Durability: 2x IP
Bonuses: By paying 250 Reiatsu per shot, this firearm releases five bullets of condensed spiritual energy, much like firing a Bala. These travel at 600 speed, and on impact they strike with blunt, bludgeoning force rather than piercing or explosive force. This weapon can also be combined with Reiatsu packs to alter its effects.
Drawbacks: Cannot be used with ammo packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 7000 Ryo + 2000/Class
Name: Model SS-1 Pistol
Description: A basic pistol that fires standard bullets, allowing the user to fight without expending Reiatsu at the cost of using Reiatsu-charged bullets that must be separately bought. This fires single shots.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 200 + 100/Class (Max IP: 600)
Offense Type: Physical
Durability: 2x IP
Bonuses: N/A
Drawbacks: Cannot be used without ammo packs. Cannot be used with Reiatsu packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model SS-2 Assault Rifle
Description: A basic assault rifle that fires standard bullets, allowing the user to fight without expending Reiatsu at the cost of using Reiatsu-charged bullets that must be separately bought. This fires bursts of five shots each.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 150 + 100/Class (Max IP: 550)
Offense Type: Physical
Durability: 2x IP
Bonuses: N/A
Drawbacks: Cannot be used without ammo packs. Cannot be used with Reiatsu packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model RE-F-1 Reiatsu Pack
Description: Designed to look almost like a small battery, a Reiatsu pack is meant to be inserted into an RE-model firearm sold by Urahara's shop. When an RE-F-1 Reiatsu pack is inserted, all shots from the weapon explode into bursts of fire, burning the victim.
Type of Item: Firearm Ammunition
Class: 5-1
Item Power (IP): 25/Class (Max IP: 125)
Offense Type: Spiritual/Fire
Durability: 200
Bonuses: When an RE-F-1 Reiatsu pack is added to an RE-model firearm, the firearm's shots are now treated as though they are fire for the purposes of any techniques or drawbacks that are affected by fire, and have the pack's IP added to their own. Flames from these shots can inflict first-degree burns at Classes 5-4, second-degree burns at Classes 3-2, and third degree burns at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Reiatsu pack is good for up to 1000 Reiatsu spent firing, at which point the battery dies. Only one Reiatsu pack can be used at a time. Only RE-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
Name: Model RE-F-2 Reiatsu Pack
Description: Designed to look almost like a small battery, a Reiatsu pack is meant to be inserted into an RE-model firearm sold by Urahara's shop. When an RE-F-2 Reiatsu pack is inserted, all shots from the weapon explode as though a grenade went off, causing damage on a larger scale.
Type of Item: Firearm Ammunition
Class: 3-1
Item Power (IP): 50/Class (Max IP: (200)
Offense Type: Spiritual/Fire
Durability: 200
Bonuses: When an RE-F-2 Reiatsu pack is added to an RE-model firearm, the firearm's shots are now treated as though they are fire for the purposes of any techniques or drawbacks that are affected by fire, and have the pack's IP added to their own. Flames from these shots can inflict first-degree burns at Classes 5-4, second-degree burns at Classes 3-2, and third degree burns at Class 1. The explosion radius from these shots is ten feet at Class 3, fifteen feet at Class 2, and twenty feet at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Reiatsu pack is good for up to 1000 Reiatsu spent firing, at which point the battery dies. Only one Reiatsu pack can be used at a time. Only RE-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 3000 Ryo + 1500/Class
Name: Model SS-S-1 Ammunition Pack
Description: A small pack of Reiatsu-treated ammo, these are standard bullets used in SS-model firearms. Their treatment allows them to strike spiritual targets as though they were physical, which previously rendered gunfire useless against them.
Type of Item: Firearm Ammunition
Class: 5-1
Item Power (IP): 25/Class (Max IP: 125)
Offense Type: Physical
Durability: 200
Bonuses: When loaded into an SS-model firearm, add the item's IP to any shots fired by that firearm.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Ammunition Pack is good for twenty shots before running out. Only one Ammunition Pack can be used at a time. Only SS-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
Name: Model SS-S-2 Ammunition Pack
Description: A small pack of Reiatsu-treated ammo, these are an upgraded version of standard bullets used in SS-model firearms. Their treatment allows them to strike spiritual targets as though they were physical, which previously rendered gunfire useless against them.
Type of Item: Firearm Ammunition
Class: 3-1
Item Power (IP): 75/Class (Max IP: 225)
Offense Type: Physical
Durability: 200
Bonuses: When loaded into an SS-model firearm, add the item's IP to any shots fired by that firearm.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Ammunition Pack is good for twenty shots before running out. Only one Ammunition Pack can be used at a time. Only SS-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
Name: Level 1 Firearm License
Description: A certificate indicating the user's ability to purchase and use basic firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops, or for higher-level firearms.
Type of Item: Weapon License
Class: 5
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 4 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 5 to purchase this item.
Costs: 5000 Ryo
Name: Level 2 Firearm License
Description: A certificate indicating the user's ability to purchase and use advanced firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops, or for higher-level firearms.
Type of Item: Weapon License
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 2 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 3 to purchase this item.
Costs: 10000 Ryo
Name: Level 3 Firearm License
Description: A certificate indicating the user's ability to purchase and use the most powerful firearms that are sold in Urahara's Shop. Additional licenses may be required for purchase from other shops.
Type of Item: Weapon License
Class: 1
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: The user is able to purchase up to Class 1 Firearms from Urahara's shop.
Drawbacks: The user must be at least Class 1 to purchase this item.
Costs: 15000 Ryo
Name: Model RE-1 Reiatsu Pistol
Description: A basic handgun whose purpose is to take the user's Reiatsu, condense it into spiritual bullets, and release them. These bullets are much like Bala, traveling at fast speed and striking with impact rather than explosive force.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 200 + 100/Class (Max IP: 600)
Offense Type: Spiritual
Durability: 2x IP
Bonuses: By paying 50 Reiatsu per shot, this firearm releases bullets of condensed spiritual energy, much like firing a Bala. These travel at 600 speed, and on impact they strike with blunt, bludgeoning force rather than piercing or explosive force. This weapon can also be combined with Reiatsu packs to alter its effects.
Drawbacks: Cannot be used with ammo packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model RE-2 Reiatsu Rifle
Description: A basic assault rifle whose purpose is to take the user's Reiatsu, condense it into spiritual bullets, and release them. These bullets are much like Bala, traveling at fast speed and striking with impact rather than explosive force. The rifle fires in short bursts of five shots rather than individual blasts, which weakens them slightly, but offers more overall chance to land a hit.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 150 + 100/Class (Max IP: 550)
Offense Type: Spiritual
Durability: 2x IP
Bonuses: By paying 250 Reiatsu per shot, this firearm releases five bullets of condensed spiritual energy, much like firing a Bala. These travel at 600 speed, and on impact they strike with blunt, bludgeoning force rather than piercing or explosive force. This weapon can also be combined with Reiatsu packs to alter its effects.
Drawbacks: Cannot be used with ammo packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 7000 Ryo + 2000/Class
Name: Model SS-1 Pistol
Description: A basic pistol that fires standard bullets, allowing the user to fight without expending Reiatsu at the cost of using Reiatsu-charged bullets that must be separately bought. This fires single shots.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 200 + 100/Class (Max IP: 600)
Offense Type: Physical
Durability: 2x IP
Bonuses: N/A
Drawbacks: Cannot be used without ammo packs. Cannot be used with Reiatsu packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model SS-2 Assault Rifle
Description: A basic assault rifle that fires standard bullets, allowing the user to fight without expending Reiatsu at the cost of using Reiatsu-charged bullets that must be separately bought. This fires bursts of five shots each.
Type of Item: Firearm
Class: 5-1
Item Power (IP): 150 + 100/Class (Max IP: 550)
Offense Type: Physical
Durability: 2x IP
Bonuses: N/A
Drawbacks: Cannot be used without ammo packs. Cannot be used with Reiatsu packs. Must have an appropriate Firearm License for the firearm purchased.
Costs: 6000 Ryo + 2000/Class
Name: Model RE-F-1 Reiatsu Pack
Description: Designed to look almost like a small battery, a Reiatsu pack is meant to be inserted into an RE-model firearm sold by Urahara's shop. When an RE-F-1 Reiatsu pack is inserted, all shots from the weapon explode into bursts of fire, burning the victim.
Type of Item: Firearm Ammunition
Class: 5-1
Item Power (IP): 25/Class (Max IP: 125)
Offense Type: Spiritual/Fire
Durability: 200
Bonuses: When an RE-F-1 Reiatsu pack is added to an RE-model firearm, the firearm's shots are now treated as though they are fire for the purposes of any techniques or drawbacks that are affected by fire, and have the pack's IP added to their own. Flames from these shots can inflict first-degree burns at Classes 5-4, second-degree burns at Classes 3-2, and third degree burns at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Reiatsu pack is good for up to 1000 Reiatsu spent firing, at which point the battery dies. Only one Reiatsu pack can be used at a time. Only RE-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
Name: Model RE-F-2 Reiatsu Pack
Description: Designed to look almost like a small battery, a Reiatsu pack is meant to be inserted into an RE-model firearm sold by Urahara's shop. When an RE-F-2 Reiatsu pack is inserted, all shots from the weapon explode as though a grenade went off, causing damage on a larger scale.
Type of Item: Firearm Ammunition
Class: 3-1
Item Power (IP): 50/Class (Max IP: (200)
Offense Type: Spiritual/Fire
Durability: 200
Bonuses: When an RE-F-2 Reiatsu pack is added to an RE-model firearm, the firearm's shots are now treated as though they are fire for the purposes of any techniques or drawbacks that are affected by fire, and have the pack's IP added to their own. Flames from these shots can inflict first-degree burns at Classes 5-4, second-degree burns at Classes 3-2, and third degree burns at Class 1. The explosion radius from these shots is ten feet at Class 3, fifteen feet at Class 2, and twenty feet at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Reiatsu pack is good for up to 1000 Reiatsu spent firing, at which point the battery dies. Only one Reiatsu pack can be used at a time. Only RE-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 3000 Ryo + 1500/Class
Name: Model SS-S-1 Ammunition Pack
Description: A small pack of Reiatsu-treated ammo, these are standard bullets used in SS-model firearms. Their treatment allows them to strike spiritual targets as though they were physical, which previously rendered gunfire useless against them.
Type of Item: Firearm Ammunition
Class: 5-1
Item Power (IP): 25/Class (Max IP: 125)
Offense Type: Physical
Durability: 200
Bonuses: When loaded into an SS-model firearm, add the item's IP to any shots fired by that firearm.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Ammunition Pack is good for twenty shots before running out. Only one Ammunition Pack can be used at a time. Only SS-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
Name: Model SS-S-2 Ammunition Pack
Description: A small pack of Reiatsu-treated ammo, these are an upgraded version of standard bullets used in SS-model firearms. Their treatment allows them to strike spiritual targets as though they were physical, which previously rendered gunfire useless against them.
Type of Item: Firearm Ammunition
Class: 3-1
Item Power (IP): 75/Class (Max IP: 225)
Offense Type: Physical
Durability: 200
Bonuses: When loaded into an SS-model firearm, add the item's IP to any shots fired by that firearm.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. A single Ammunition Pack is good for twenty shots before running out. Only one Ammunition Pack can be used at a time. Only SS-model Firearms can use these packs, and only a pack of equal or lesser Class than the firearm.
Costs: 2000 Ryo + 1000/Class
{Consumable Weapons}
Name: Explosive Ball (One Handful)
Description: A handful of eight small metal spheres that, when triggered, will explode over a small area. Due to their size, they can be thrown in larger quantities and cover a scattered area, though the explosions are relatively minor comparatively. Because they are linked together to react to the user’s Reiatsu, detonating one will detonate all in the same group.
Type of Item: Weapon
Class: 7-5
Item Power (IP): 100 + 25/Class (Max IP: 150)
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: By spending 50 Reiatsu, the user can make the entire handful of eight spheres explode at once at any given time. By paying an additional 50 Reiatsu while holding them, the user can cause them to stick to the next object they touch after leaving the user’s possession with a force equal to the user’s highest spiritual OS. Finally, when these spheres explode against an item of equal or lower Class, they ignore an item’s IP when determining if damage is dealt, and automatically deal half of their damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Individual spheres cannot be detonated; if one is detonated, the entire set of eight is.
Costs: 1000 Ryo + 500/Class.
Name: Grenade (5)
Description: A small, egg-shaped object that, when its pin is pulled and the item is thrown, will explode exactly five seconds later with deadly force.
Type of Item: Weapon
Class: 7-4
Item Power (IP): 150 + 50/Class (Max IP: 300)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: When used, a Class 7 Grenade deals full damage at a range of 15 feet, with damage reduced to half from 16-40 feet from flying shrapnel. Both ranges increase by 5 feet with each Class, with a maximum full-damage range at 30 feet and a maximum partial-damage range at 55 feet at Class 4. When this explosion strikes an item in full-damage range, it ignores IP and automatically deals half of its IP to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Grenade will explode after five seconds regardless of where it is, so the user must throw it immediately or be struck by their own weapon.
Costs: 1500 Ryo + 500/Class.
Name: Incendiary Grenade (3)
Description: A basic grenade whose core is fitted with a small battery of fire-aspected Reiatsu, allowing it to detonate in a fiery burst when thrown.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 50/Class (Max IP: 450)
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: At Class 8, these grenades have a small range of only 10 feet around the explosion point. For every Class above 8, they gain an additional 10 foot range, a maximum of 80 feet in range at Class 1. The blast from the explosion will inflict third-degree burns on opponents struck, and will be treated as fire for the purpose of any techniques or drawbacks that are affected by fire.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 1500 Ryo + 750 Ryo/Class
Name: Kunai (10)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 75 + 50/Class (Max IP: 375)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 1250 Ryo + 750 Ryo/Class
Name: Fire Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is deep red and has the symbol of a flame on the hilt. This weapon is made to explode a short time after being thrown and sticking to whatever it hits.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. Additionally, when they strike something, they will cling to the target with a force equal to the thrower's highest spiritual stat. Finally, after sticking to something, they will explode a few seconds later, covering a radius of ten feet. When the explosion hits an item of equal or lower Class, they ignore an item’s IP when determining if damage is dealt, and automatically deal half of its damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25. Finally, these will stick to the first target they hit, regardless of intent.
Costs: 4000 Ryo
Name: Ice Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is light blue and has the image of an ice flower on the hilt. This weapon is made to freeze objects over a small range after being thrown.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Spiritual / Ice
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. Additionally, when they strike something, will release a cold mist that will leave a layer of ice an inch thick over everything within ten feet of the impact point. This ice has a durability of 1000, and must be dealt that much total damage to be broken.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25. If a living being is frozen, they can spend any amount of Reiatsu to lower the ice's durability by an amount equal to the Reiatsu spent. If the ice's durability reaches 0, it automatically shatters.
Costs: 3500 Ryo
Name: Lightning Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is a light yellow in color and has the symbol of a bolt of lightning on its hilt. When thrown, it sparkles with electricity. When thrown at a metallic object, this kunai will accelerate regardless of the speed it was thrown at, allowing it to strike with amazing precision.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Physical / Lightning
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. If thrown at a target bearing any sort of metal, including spiritual steel, the weapon moves at a full 1000 speed and can turn up to 90 degrees once to pursue movement.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 3500 Ryo
Name: Net Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is brown in color and has the symbol of a spiderweb on the hilt. When thrown, it acts like a normal Kunai, but is triggered by the proximity of foreign Reiatsu. This causes it to explode into a net of spiritual steel fibers to ensnare a target.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. When within ten feet of a target, it explodes outwards in a net fifteen feet in diameter that wraps around the target and has a durability of 1200 damage (meaning 1200 total damage must be dealt to it before it will break). This net also entangles the target, rendering them unable to use step techniques until they are freed.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 4500 Ryo
Name: Shuriken (5)
Description: Small, four-pointed throwing stars whose bladed edges are used to slice into an opponent when thrown, often piercing and embedding themselves into flesh.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 75 + 50/Class (Max IP: 375)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 1250 Ryo + 750 Ryo/Class
Name: Giant Shuriken (5)
Description: A larger version of the standard Shuriken, each point is easily a foot long, causing this weapon to deal massive damage as it is thrown.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 75/Class (Max IP: 550)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: None
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 2000 Ryo + 1000 Ryo/Class
Name: Explosive Ball (One Handful)
Description: A handful of eight small metal spheres that, when triggered, will explode over a small area. Due to their size, they can be thrown in larger quantities and cover a scattered area, though the explosions are relatively minor comparatively. Because they are linked together to react to the user’s Reiatsu, detonating one will detonate all in the same group.
Type of Item: Weapon
Class: 7-5
Item Power (IP): 100 + 25/Class (Max IP: 150)
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: By spending 50 Reiatsu, the user can make the entire handful of eight spheres explode at once at any given time. By paying an additional 50 Reiatsu while holding them, the user can cause them to stick to the next object they touch after leaving the user’s possession with a force equal to the user’s highest spiritual OS. Finally, when these spheres explode against an item of equal or lower Class, they ignore an item’s IP when determining if damage is dealt, and automatically deal half of their damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Individual spheres cannot be detonated; if one is detonated, the entire set of eight is.
Costs: 1000 Ryo + 500/Class.
Name: Grenade (5)
Description: A small, egg-shaped object that, when its pin is pulled and the item is thrown, will explode exactly five seconds later with deadly force.
Type of Item: Weapon
Class: 7-4
Item Power (IP): 150 + 50/Class (Max IP: 300)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: When used, a Class 7 Grenade deals full damage at a range of 15 feet, with damage reduced to half from 16-40 feet from flying shrapnel. Both ranges increase by 5 feet with each Class, with a maximum full-damage range at 30 feet and a maximum partial-damage range at 55 feet at Class 4. When this explosion strikes an item in full-damage range, it ignores IP and automatically deals half of its IP to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Grenade will explode after five seconds regardless of where it is, so the user must throw it immediately or be struck by their own weapon.
Costs: 1500 Ryo + 500/Class.
Name: Incendiary Grenade (3)
Description: A basic grenade whose core is fitted with a small battery of fire-aspected Reiatsu, allowing it to detonate in a fiery burst when thrown.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 150 + 50/Class (Max IP: 450)
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: At Class 8, these grenades have a small range of only 10 feet around the explosion point. For every Class above 8, they gain an additional 10 foot range, a maximum of 80 feet in range at Class 1. The blast from the explosion will inflict third-degree burns on opponents struck, and will be treated as fire for the purpose of any techniques or drawbacks that are affected by fire.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 1500 Ryo + 750 Ryo/Class
Name: Kunai (10)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 75 + 50/Class (Max IP: 375)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 1250 Ryo + 750 Ryo/Class
Name: Fire Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is deep red and has the symbol of a flame on the hilt. This weapon is made to explode a short time after being thrown and sticking to whatever it hits.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Spiritual / Fire
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. Additionally, when they strike something, they will cling to the target with a force equal to the thrower's highest spiritual stat. Finally, after sticking to something, they will explode a few seconds later, covering a radius of ten feet. When the explosion hits an item of equal or lower Class, they ignore an item’s IP when determining if damage is dealt, and automatically deal half of its damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25. Finally, these will stick to the first target they hit, regardless of intent.
Costs: 4000 Ryo
Name: Ice Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is light blue and has the image of an ice flower on the hilt. This weapon is made to freeze objects over a small range after being thrown.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Spiritual / Ice
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. Additionally, when they strike something, will release a cold mist that will leave a layer of ice an inch thick over everything within ten feet of the impact point. This ice has a durability of 1000, and must be dealt that much total damage to be broken.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25. If a living being is frozen, they can spend any amount of Reiatsu to lower the ice's durability by an amount equal to the Reiatsu spent. If the ice's durability reaches 0, it automatically shatters.
Costs: 3500 Ryo
Name: Lightning Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is a light yellow in color and has the symbol of a bolt of lightning on its hilt. When thrown, it sparkles with electricity. When thrown at a metallic object, this kunai will accelerate regardless of the speed it was thrown at, allowing it to strike with amazing precision.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Physical / Lightning
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. If thrown at a target bearing any sort of metal, including spiritual steel, the weapon moves at a full 1000 speed and can turn up to 90 degrees once to pursue movement.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 3500 Ryo
Name: Net Kunai (3)
Description: A small metal knife that is light and balanced for throwing use, intended for quick and silent kills. This one is brown in color and has the symbol of a spiderweb on the hilt. When thrown, it acts like a normal Kunai, but is triggered by the proximity of foreign Reiatsu. This causes it to explode into a net of spiritual steel fibers to ensnare a target.
Type of Item: Weapon
Class: 4
Item Power (IP): 250
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1. When within ten feet of a target, it explodes outwards in a net fifteen feet in diameter that wraps around the target and has a durability of 1200 damage (meaning 1200 total damage must be dealt to it before it will break). This net also entangles the target, rendering them unable to use step techniques until they are freed.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 4500 Ryo
Name: Shuriken (5)
Description: Small, four-pointed throwing stars whose bladed edges are used to slice into an opponent when thrown, often piercing and embedding themselves into flesh.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 75 + 50/Class (Max IP: 375)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: These blades are intended for silent throwing and surprise attacks. When thrown, the sound they make is undetectable to anyone with 50 senses or lower at Class 7. This increases by 25 per Class, up to a maximum of 200 at Class 1.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, for each rank in Anti-Stealth the target has, the sensory requirement is reduced by 25.
Costs: 1250 Ryo + 750 Ryo/Class
Name: Giant Shuriken (5)
Description: A larger version of the standard Shuriken, each point is easily a foot long, causing this weapon to deal massive damage as it is thrown.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 + 75/Class (Max IP: 550)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: None
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 2000 Ryo + 1000 Ryo/Class
Armor (Non-Consumable)
{Head Armor}
{Body Armor}
Name: Stealth Cloak
Description: A cloak created with the intent of providing its user with stealth capabilities. It works by releasing a field of Reiatsu that hides them from sight, while also suppressing their spiritual presence.
Type of Item: Armor
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: 1000
Bonuses: By paying 100 Reiatsu per turn, the user cannot be detected by sight from any individuals with 150 or less senses, and cannot be detected by the Energy Sensory of individuals with 100 or less ES. These numbers increase by 50 per point of Stealth, and with a 3 in Stealth, it will actually allow for silent movement.
Drawbacks: The user must remain at least 20 feet away from any targets, else the shifting Reiatsu will be immediately discerned due to proximity. Additionally, no Releases may be used while under the cloaking effect, as their power will overwhelm the cloak and prevent it from working. The cloak's ability can only be used for a total of five posts in a thread before needing to be recharged, rendering it unable to be used for the remainder of the thread or until a significant rest period is taken.
Costs: 12,000 Ryo.
Name: Stealth Cloak
Description: A cloak created with the intent of providing its user with stealth capabilities. It works by releasing a field of Reiatsu that hides them from sight, while also suppressing their spiritual presence.
Type of Item: Armor
Class: 3
Item Power (IP): N/A
Offense Type: N/A
Durability: 1000
Bonuses: By paying 100 Reiatsu per turn, the user cannot be detected by sight from any individuals with 150 or less senses, and cannot be detected by the Energy Sensory of individuals with 100 or less ES. These numbers increase by 50 per point of Stealth, and with a 3 in Stealth, it will actually allow for silent movement.
Drawbacks: The user must remain at least 20 feet away from any targets, else the shifting Reiatsu will be immediately discerned due to proximity. Additionally, no Releases may be used while under the cloaking effect, as their power will overwhelm the cloak and prevent it from working. The cloak's ability can only be used for a total of five posts in a thread before needing to be recharged, rendering it unable to be used for the remainder of the thread or until a significant rest period is taken.
Costs: 12,000 Ryo.
{Hand/Arm Armor}
Name: Energy Shield
Description: A metallic band with a generator placed on the wrist allows the user to channel Reiatsu through it, creating a barrier about two feet in diameter that is mounted on the arm with the generator. This shield will always face outwards from the body, regardless of the orientation or movement of the arm, shifting as needed to provide the maximum range of shielding.
Type of Item: Armor
Class: 4-1
Item Power (IP): 500 + 100/Class (Max IP: 800)
Offense Type: N/A
Durability: 3x Base IP
Bonuses: The shield can be supercharged by paying 200 Reiatsu, increasing its IP by 25% for one post.
Drawbacks: This item costs 150 Reiatsu per post to maintain. Additionally, if supercharged, it will be inactive for the following post and must be re-activated the post after.
Costs: 9000 Ryo + 2000 Ryo/Class.
Name: Protective Gloves
Description: These gloves are made of a flexible carbon-fiber substance woven with spiritual steel threads, protecting the user's hands against attacks up to a certain degree.
Type of Item: Armor
Class: 7-1
Item Power (IP): 100 + 75/Class (Max IP: 550)
Offense Type: N/A
Durability: 3x Base IP
Bonuses: These gloves are particularly effective against blades, so any attack with a bladed weapon will be treated as though these gloves have 10% more IP than normal (i.e. 100 becomes 110).
Drawbacks: N/A
Costs: 2000 Ryo + 2000 Ryo/Class.
Name: Energy Shield
Description: A metallic band with a generator placed on the wrist allows the user to channel Reiatsu through it, creating a barrier about two feet in diameter that is mounted on the arm with the generator. This shield will always face outwards from the body, regardless of the orientation or movement of the arm, shifting as needed to provide the maximum range of shielding.
Type of Item: Armor
Class: 4-1
Item Power (IP): 500 + 100/Class (Max IP: 800)
Offense Type: N/A
Durability: 3x Base IP
Bonuses: The shield can be supercharged by paying 200 Reiatsu, increasing its IP by 25% for one post.
Drawbacks: This item costs 150 Reiatsu per post to maintain. Additionally, if supercharged, it will be inactive for the following post and must be re-activated the post after.
Costs: 9000 Ryo + 2000 Ryo/Class.
Name: Protective Gloves
Description: These gloves are made of a flexible carbon-fiber substance woven with spiritual steel threads, protecting the user's hands against attacks up to a certain degree.
Type of Item: Armor
Class: 7-1
Item Power (IP): 100 + 75/Class (Max IP: 550)
Offense Type: N/A
Durability: 3x Base IP
Bonuses: These gloves are particularly effective against blades, so any attack with a bladed weapon will be treated as though these gloves have 10% more IP than normal (i.e. 100 becomes 110).
Drawbacks: N/A
Costs: 2000 Ryo + 2000 Ryo/Class.
{Leg/Feet Armor}
{General Armor/Accessories}
Name: Utility Belt
Description: A thick, leather belt reinforced with metal. Five pouches are arranged around the belt, each capable of holding different kinds of items. Shaping crystals, flashbang grenades, small items like that can easily fit into these pouches.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 400 + 100/Class (Max Durability: 900)
Bonuses: Can hold up to five different item types at the waist. Each pouch can hold enough items for a full purchase (i.e. 10 Kunai, since they are bought in packs of 10, or 5 shuriken). Additionally, there are slots for up to five expansions.
Drawbacks: If a Utility Belt is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants.
Costs: 2000 Ryo
Name: Blade Clip
Description: A tempered metal clip meant to fit on the side of the Utility Belt. The double side allows for most scabbards to clip perfectly onto the belt. When clipped, it won't move around at all.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: Can hold any item from the Bladed Weapon category or similar items such as Zanpaktou.
Drawbacks: If a Blade Clip is destroyed, the attached weapon falls to the ground, leaving it free game for any combatant to grab and use. Takes up one expansion slot on the Utility Belt.
Costs: 500 Ryo
Name: Small Pouch
Description: A small pouch that comes with a clip that allows it to be attached to the Utility Belt. It can hold similar quantities of the same item as normal Utility Belt pouches, enabling the user to more easily bring more items into combat.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: This item is treated as though the Utility Belt has an extra pouch in addition to its normal five, with the same carrying capacity as the others.
Drawbacks: If a Small Pouch is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants. Takes up one expansion slot on the Utility Belt.
Costs: 500 Ryo
Name: Large Pouch
Description: A large leather pouch that comes with a clip that allows it to be attached to the Utility Belt. It can hold larger quantities of the same item as normal Utility Belt pouches, enabling the user to more easily bring more items into combat.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: Can hold any of the normal items that the Utility Belt can hold, except that it can hold up to three purchases worth (i.e. up to 30 kunai, since they are bought in packs of 10, or 15 shuriken).
Drawbacks: If a Large Pouch is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants. Takes up two expansion slots on the Utility Belt.
Costs: 1000 Ryo
Name: Utility Belt
Description: A thick, leather belt reinforced with metal. Five pouches are arranged around the belt, each capable of holding different kinds of items. Shaping crystals, flashbang grenades, small items like that can easily fit into these pouches.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 400 + 100/Class (Max Durability: 900)
Bonuses: Can hold up to five different item types at the waist. Each pouch can hold enough items for a full purchase (i.e. 10 Kunai, since they are bought in packs of 10, or 5 shuriken). Additionally, there are slots for up to five expansions.
Drawbacks: If a Utility Belt is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants.
Costs: 2000 Ryo
Name: Blade Clip
Description: A tempered metal clip meant to fit on the side of the Utility Belt. The double side allows for most scabbards to clip perfectly onto the belt. When clipped, it won't move around at all.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: Can hold any item from the Bladed Weapon category or similar items such as Zanpaktou.
Drawbacks: If a Blade Clip is destroyed, the attached weapon falls to the ground, leaving it free game for any combatant to grab and use. Takes up one expansion slot on the Utility Belt.
Costs: 500 Ryo
Name: Small Pouch
Description: A small pouch that comes with a clip that allows it to be attached to the Utility Belt. It can hold similar quantities of the same item as normal Utility Belt pouches, enabling the user to more easily bring more items into combat.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: This item is treated as though the Utility Belt has an extra pouch in addition to its normal five, with the same carrying capacity as the others.
Drawbacks: If a Small Pouch is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants. Takes up one expansion slot on the Utility Belt.
Costs: 500 Ryo
Name: Large Pouch
Description: A large leather pouch that comes with a clip that allows it to be attached to the Utility Belt. It can hold larger quantities of the same item as normal Utility Belt pouches, enabling the user to more easily bring more items into combat.
Type of Item: Accessory
Class: 6-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 100/Class (Max Durability: 700)
Bonuses: Can hold any of the normal items that the Utility Belt can hold, except that it can hold up to three purchases worth (i.e. up to 30 kunai, since they are bought in packs of 10, or 15 shuriken).
Drawbacks: If a Large Pouch is destroyed, all of its items fall to the ground, potentially causing each to trigger depending on its effects. Any non-triggered items are available to all combatants. Takes up two expansion slots on the Utility Belt.
Costs: 1000 Ryo
{Consumable Armor}
Tools (Other Combat Items)
{Non-Consumable Tools}
Name: Power Limiter
Description: This is a device created long ago by the twelfth division for a Shinigami who could not find a worthy adversary for his blade, and so purposely weakened himself so he could enjoy battle. At a glance this item is a piece of fabric, usually fashioned into something like a wrist band, choker, anklet or eye patch, though custom variations are possible. However the item is not merely fabric but is semi-biological, featuring a number of gnashing jaws on one side of the fabric (usually the side touching the user’s skin). The Power Limiter actively inhibits and devours excess reiatsu, weakening the user while this is in effect. In addition to allowing the user to fight lower-level opponents without holding back, the limiter is also useful to allow someone to masquerade as being weaker than they actually are.
In essence, while the limiter is worn, the user’s spiritual stats are reduced by 50% (100 would be 50) and their physical stats are reduced by 20% (100 would be 80). To all but the most attentive of observers, there is no indication that the user’s power is being suppressed. Individuals with an Energy Sensory of 400 or greater can detect that something is unusual with the wearer’s reiatsu, but still cannot inherently tell that it is being weakened or suppressed.
Class: 5
Item Type: Utility
Item Power (IP): 100
Offense Type: N/A
Durability: 100
Bonuses: While wearing this item, the user can appear much weaker than they really are. Only Energy Sensory of 400 or higher can notice something unusual with their reiatsu, as the user’s reiatsu isn’t being suppressed but is in fact, actively weaker due to wearing this.
Drawbacks: As mentioned above, while worn the item reduces the user’s Reiatsu Strength and Spirit Pressure by 50%, and reduces their Strength and Speed by 20%. These reductions stack with other negative modifiers from other abilities or items.
Cost: 1,000 Ryo.
Name: Ginto Tube
Description: A small, opaque silver tube about four inches in length, a Ginto tube contains a small amount of a glowing white liquid that is actually raw Reiatsu concentrated into a physical form. These tubes are used as a base to power Quincy Ginto, techniques that are similar to a Shinigami’s Kido in general practice.
Type of Item: Tool
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 200/Class (Max Durability: 1400)
Bonuses: A Ginto Tube is able to be recharged after use, unlike most consumable items. By paying 100 Reiatsu, a Quincy can refill a Ginto tube to full potency. This allows for a limited number of Ginto Tubes to be used to great effect, rather than requiring the user to bring a score or more for their technique use. Ginto Tubes are assumed to be fully filled at the start of a thread or after a significant rest period within a longer thread. Additionally, any Class of Ginto Tube can be used to cast any Ginto spell; an increase in Class only increases the durability of the tube itself.
Drawbacks: If a Ginto Tube is broken, rather than used up, it is destroyed and cannot be salvaged, regardless of what thread type it is destroyed in.
Costs: 500 Ryo + 750 Ryo/Class
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8-1
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500 + 500/Class (4,000 at Class 1).
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
Costs: 1,000 Ryo + 1,000 Ryo/Class (8,000 at Class 1).
Name: Golden Phoenix Holster
Description: A fancy holster worn along the outside of the thigh. Up to two can be worn at one time.
Class: 7-2
Item Type: Utility
Item Power (IP): 100 + 100/Class
Offense Type: None
Durability: x2 Item Power
Bonuses: To be used in conjunction with Golden Phoenix Method Bu Gei techniques, this holster, with a little practice, can be used to rapidly draw small weapons (such as knives, shuriken, throwing points, senbon, and kunai) for throwing. Weapons thrown in conjunction with this Bu Gei move at a Speed equal to the holster's Item Power, unless otherwise specified. A Class 7 Golden Phoenix Holster allows its wielder to quickly draw up to 6 small weapons per post; for each higher Class, the holster allows the wielder to draw up to an additional 2 small weapons per post.
Drawbacks: Ryo cost. To use a Golden Phoenix Holster, the wielder must have the requisite number of skill points in the Golden Phoenix Method (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2 = 3 points).
Cost: 3000 Ryo + 3000 Ryo/Class
Name: Black Satchel
Description: A durable black suede bag that attaches to a belt or bandolier, and securely protects its contents from theft or intrusion. Its contents are in a shadowy state of flux.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 at Class 7 + 100 per Class to Class 2. 1050 at Class 1.
Offense Type: None
Durability: x2 Item Power
Bonuses: Necessary to use the Whispering Mononoke School Bu Gei techniques, this satchel adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. The satchel contains an amount of waveform reishi, which converts into small projectiles of the same Class or less as the satchel when withdrawn from it. Withdrawing a projectile from the bag reduces its Item Power by item Item Power of the projectile withdrawn, until the end of the thread.
Drawbacks: Ryo cost. To benefit from a Black Satchel, the user must have the requisite number of skill points in the Whispering Mononoke School (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Types or races that cannot use spiritual techniques would still be unable to use them with this item.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class, up to Class 2. Class 1 cost is 15,000.
Crafting Skills: Crafting 1-3 or Whispering Mononoke School 1-3
Donated to Urahara's: Yes
Name: Automated Golden Phoenix Holster
Description: A fancy, mechanical holster worn along the outside of the thigh. Up to two can be worn at one time, even in conjunction with a normal pair of lesser holsters.
Class: 1
Item Type: Utility
Item Power (IP): 700
Offense Type: None
Durability: 1400
Bonuses: To be used in conjunction with Golden Phoenix Method Bu Gei techniques, this holster, with practice, can be used to rapidly draw small weapons (such as knives, shuriken, throwing points, senbon, and kunai) for throwing. Weapons thrown in conjunction with this Bu Gei move at a Speed equal to the holster's Item Power, unless otherwise specified. A Class 1 Automated Golden Phoenix Holster allows its wielder to quickly draw up to 20 small weapons per post.
Drawbacks: Ryo cost. To use an Automated Golden Phoenix Holster, the wielder must have at least 3 points in the Golden Phoenix Method.
Cost: 50,000 Ryo
Name: Power Limiter
Description: This is a device created long ago by the twelfth division for a Shinigami who could not find a worthy adversary for his blade, and so purposely weakened himself so he could enjoy battle. At a glance this item is a piece of fabric, usually fashioned into something like a wrist band, choker, anklet or eye patch, though custom variations are possible. However the item is not merely fabric but is semi-biological, featuring a number of gnashing jaws on one side of the fabric (usually the side touching the user’s skin). The Power Limiter actively inhibits and devours excess reiatsu, weakening the user while this is in effect. In addition to allowing the user to fight lower-level opponents without holding back, the limiter is also useful to allow someone to masquerade as being weaker than they actually are.
In essence, while the limiter is worn, the user’s spiritual stats are reduced by 50% (100 would be 50) and their physical stats are reduced by 20% (100 would be 80). To all but the most attentive of observers, there is no indication that the user’s power is being suppressed. Individuals with an Energy Sensory of 400 or greater can detect that something is unusual with the wearer’s reiatsu, but still cannot inherently tell that it is being weakened or suppressed.
Class: 5
Item Type: Utility
Item Power (IP): 100
Offense Type: N/A
Durability: 100
Bonuses: While wearing this item, the user can appear much weaker than they really are. Only Energy Sensory of 400 or higher can notice something unusual with their reiatsu, as the user’s reiatsu isn’t being suppressed but is in fact, actively weaker due to wearing this.
Drawbacks: As mentioned above, while worn the item reduces the user’s Reiatsu Strength and Spirit Pressure by 50%, and reduces their Strength and Speed by 20%. These reductions stack with other negative modifiers from other abilities or items.
Cost: 1,000 Ryo.
Name: Ginto Tube
Description: A small, opaque silver tube about four inches in length, a Ginto tube contains a small amount of a glowing white liquid that is actually raw Reiatsu concentrated into a physical form. These tubes are used as a base to power Quincy Ginto, techniques that are similar to a Shinigami’s Kido in general practice.
Type of Item: Tool
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 200 + 200/Class (Max Durability: 1400)
Bonuses: A Ginto Tube is able to be recharged after use, unlike most consumable items. By paying 100 Reiatsu, a Quincy can refill a Ginto tube to full potency. This allows for a limited number of Ginto Tubes to be used to great effect, rather than requiring the user to bring a score or more for their technique use. Ginto Tubes are assumed to be fully filled at the start of a thread or after a significant rest period within a longer thread. Additionally, any Class of Ginto Tube can be used to cast any Ginto spell; an increase in Class only increases the durability of the tube itself.
Drawbacks: If a Ginto Tube is broken, rather than used up, it is destroyed and cannot be salvaged, regardless of what thread type it is destroyed in.
Costs: 500 Ryo + 750 Ryo/Class
Name: Seele Schneider
Description: A decently sized shaft of spiritual steel resembling that of a sword hilt, with a small loop on the end of it. These Quincy items are necessary for the technique of the same name to be activated. When activated, a medium-length blade of Reiatsu is formed from the hilt. This blade vibrates at very high frequencies, and is capable of loosening the bonds between Spirit Particles, and then stealing the free Spirit Particles.
Type of Item: Tool/Weapon
Class: 8-1
Item Power (IP): Varies.
Offense Type: Spiritual.
Durability: 500 + 500/Class (4,000 at Class 1).
Bonuses: When the Seele Schneider is activated, it has an IP of 0. However, it cannot be overpowered by a technique of equal or inferior class, regardless of that technique's offensive stat. Instead, any technique that interacts with Seele Schneider has its Offensive Stat reduced by 100, and then the Seele Schneider's IP increases by 100. If the Seele Schneider interacts offensively with a Reiatsu-based being - such as a Shinigami, Arrancar, Hollow Akki, Rogue or Beast-Clan - then the person struck loses 50 Reiatsu, and the Seele Schneider's IP increases by 50. This includes when the Seele Schneider strikes an extension of that being's soul, such as part of their Zanpakutō or Resurrección. At any stage, the Seele Schneider can be fired by the user, using their standard bow, as an arrow. This arrow has an IP and Speed equal to that of the Seele Schneider's IP at the time of firing.
Drawbacks: The Selee Schneide can only be activated at a Class equal to or lower than the user's. The Selee Schneide can only steal Reiatsu from techniques or beings whose Class is lower to, or equal to, the Class of the Selee Schneide. The costs for activating the Selee Schneide is the same as normal Quincy arrows of the same Class, and cost that much Reiatsu per post in order to maintain. While these items are reusable if they can be retrieved, a Seele Schneider's Hilt will always take damage to its durability as though it were a Class 8 Item, with 0 IP. The Hilt itself must be damaged in order to reduce its durability, however. This items is only usable by Quincies, Nakabakki-Quincy, or Failures.
Costs: 1,000 Ryo + 1,000 Ryo/Class (8,000 at Class 1).
Name: Golden Phoenix Holster
Description: A fancy holster worn along the outside of the thigh. Up to two can be worn at one time.
Class: 7-2
Item Type: Utility
Item Power (IP): 100 + 100/Class
Offense Type: None
Durability: x2 Item Power
Bonuses: To be used in conjunction with Golden Phoenix Method Bu Gei techniques, this holster, with a little practice, can be used to rapidly draw small weapons (such as knives, shuriken, throwing points, senbon, and kunai) for throwing. Weapons thrown in conjunction with this Bu Gei move at a Speed equal to the holster's Item Power, unless otherwise specified. A Class 7 Golden Phoenix Holster allows its wielder to quickly draw up to 6 small weapons per post; for each higher Class, the holster allows the wielder to draw up to an additional 2 small weapons per post.
Drawbacks: Ryo cost. To use a Golden Phoenix Holster, the wielder must have the requisite number of skill points in the Golden Phoenix Method (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2 = 3 points).
Cost: 3000 Ryo + 3000 Ryo/Class
Name: Black Satchel
Description: A durable black suede bag that attaches to a belt or bandolier, and securely protects its contents from theft or intrusion. Its contents are in a shadowy state of flux.
Class: 7-1
Item Type: Utility
Item Power (IP): 100 at Class 7 + 100 per Class to Class 2. 1050 at Class 1.
Offense Type: None
Durability: x2 Item Power
Bonuses: Necessary to use the Whispering Mononoke School Bu Gei techniques, this satchel adjusts the flow and density of the consumer’s reiatsu, enabling them to use the techniques even if they lack the reiatsu control to do so on their own. The satchel contains an amount of waveform reishi, which converts into small projectiles of the same Class or less as the satchel when withdrawn from it. Withdrawing a projectile from the bag reduces its Item Power by item Item Power of the projectile withdrawn, until the end of the thread.
Drawbacks: Ryo cost. To benefit from a Black Satchel, the user must have the requisite number of skill points in the Whispering Mononoke School (Classes 7-5 = 1 point, Classes 4-3 = 2 points, Class 2-1 = 3 points). Types or races that cannot use spiritual techniques would still be unable to use them with this item.
Cost: 1000 Ryo for Class 7 + 1000 Ryo per Class, up to Class 2. Class 1 cost is 15,000.
Crafting Skills: Crafting 1-3 or Whispering Mononoke School 1-3
Donated to Urahara's: Yes
Name: Automated Golden Phoenix Holster
Description: A fancy, mechanical holster worn along the outside of the thigh. Up to two can be worn at one time, even in conjunction with a normal pair of lesser holsters.
Class: 1
Item Type: Utility
Item Power (IP): 700
Offense Type: None
Durability: 1400
Bonuses: To be used in conjunction with Golden Phoenix Method Bu Gei techniques, this holster, with practice, can be used to rapidly draw small weapons (such as knives, shuriken, throwing points, senbon, and kunai) for throwing. Weapons thrown in conjunction with this Bu Gei move at a Speed equal to the holster's Item Power, unless otherwise specified. A Class 1 Automated Golden Phoenix Holster allows its wielder to quickly draw up to 20 small weapons per post.
Drawbacks: Ryo cost. To use an Automated Golden Phoenix Holster, the wielder must have at least 3 points in the Golden Phoenix Method.
Cost: 50,000 Ryo
{Consumable Tools}
Name: Spiritual Steel Wire
Description: A spool of a thin, almost transparent wire made out of spiritual steel for its strength. Can be used for many versatile effects at the user’s discretion. Each spool contains roughly thirty feet of wire.
Type of Item: Tool
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 + 150/Class (Max Durability: 1200)
Bonuses: Spiritual Steel Wire is very difficult to see due to how thin it is, and as a result anyone without 150 Senses or higher cannot spot it unless they know it is there and are looking for it actively, allowing it to be used for quick ambushes before the enemy is aware of it.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating. Additionally, since it has no IP, it will always take durability damage equal to half the power of an attack when struck.
Costs: 1000 Ryo + 750/Class Ryo.
Name: Explosive Tag (3)
Description: A small scrap of paper lined with a special ink that reacts to Reiatsu. When Reiatsu is pulsed through it, the ink becomes active, causing it to detonate the next time a different Reiatsu signature comes within a set range from it.
Type of Item: Tool
Class: 7-4
Item Power (IP): 150 + 50/Class (Max IP: 300)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: Once active, this tag can be stuck to any source, where it will remain stuck there with the user’s highest spiritual OS. If anyone besides the user comes within 10 feet of the tag, it explodes. This range increases by 5 feet per Class, up to a maximum of 25 feet at Class 4. Additionally, when this explosion hits any items, it ignores the item’s IP and automatically does half of its IP in damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 1000 Ryo + 750/Class Ryo.
Name: Flashbang Grenade (3)
Description: Though it looks much like a standard grenade, a Flashbang Grenade explodes with a blinding light when it detonates. This can cause a temporary loss of sight for all affected, particularly those who have sharpened senses.
Type of Item: Tool
Class: 4
Item Power (IP): N/A
Offense Type: N/A
Durability: 300
Bonuses: Anyone looking into an explosion caused by a Flashbang will immediately be rendered blind for two posts, plus an additional post for every 100 Senses they have.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating.
Costs: 5000 Ryo
Name: Spiritual Steel Wire
Description: A spool of a thin, almost transparent wire made out of spiritual steel for its strength. Can be used for many versatile effects at the user’s discretion. Each spool contains roughly thirty feet of wire.
Type of Item: Tool
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 + 150/Class (Max Durability: 1200)
Bonuses: Spiritual Steel Wire is very difficult to see due to how thin it is, and as a result anyone without 150 Senses or higher cannot spot it unless they know it is there and are looking for it actively, allowing it to be used for quick ambushes before the enemy is aware of it.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating. Additionally, since it has no IP, it will always take durability damage equal to half the power of an attack when struck.
Costs: 1000 Ryo + 750/Class Ryo.
Name: Explosive Tag (3)
Description: A small scrap of paper lined with a special ink that reacts to Reiatsu. When Reiatsu is pulsed through it, the ink becomes active, causing it to detonate the next time a different Reiatsu signature comes within a set range from it.
Type of Item: Tool
Class: 7-4
Item Power (IP): 150 + 50/Class (Max IP: 300)
Offense Type: Physical
Durability: Equal to Base IP
Bonuses: Once active, this tag can be stuck to any source, where it will remain stuck there with the user’s highest spiritual OS. If anyone besides the user comes within 10 feet of the tag, it explodes. This range increases by 5 feet per Class, up to a maximum of 25 feet at Class 4. Additionally, when this explosion hits any items, it ignores the item’s IP and automatically does half of its IP in damage to the item’s durability.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating.
Costs: 1000 Ryo + 750/Class Ryo.
Name: Flashbang Grenade (3)
Description: Though it looks much like a standard grenade, a Flashbang Grenade explodes with a blinding light when it detonates. This can cause a temporary loss of sight for all affected, particularly those who have sharpened senses.
Type of Item: Tool
Class: 4
Item Power (IP): N/A
Offense Type: N/A
Durability: 300
Bonuses: Anyone looking into an explosion caused by a Flashbang will immediately be rendered blind for two posts, plus an additional post for every 100 Senses they have.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating.
Costs: 5000 Ryo
{Medical Items}
Name: Antidote Shot
Description: A small syringe of medicine that is designed to counter and destroy foreign substances. When injected, the medicine works to eliminate all poisons and other contaminants, up to and including invasive Reiatsu.
Type of Item: Tool
Class: 7-1
Item Power (IP): 200 + 75/Class (Max IP: 650)
Offense Type: N/A
Durability: 200
Bonuses: When injected into an individual, this antidote automatically attacks any and all foreign substances, whether beneficial or adverse. Against any substance that is treated with Healing Expertise, it acts as though it has an HE of that value, and will remove the substance immediately. Against any other substances that do not use HE to affect them, its Item Power is compared against the substance’s OS and, if greater, will remove said substance over the course of two posts. If it has a 25% greater IP than the substance’s OS, the substance is removed immediately.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, this will have no effect on a substance with superior OS compared to the item’s IP.
Name: Antidote Shot
Description: A small syringe of medicine that is designed to counter and destroy foreign substances. When injected, the medicine works to eliminate all poisons and other contaminants, up to and including invasive Reiatsu.
Type of Item: Tool
Class: 7-1
Item Power (IP): 200 + 75/Class (Max IP: 650)
Offense Type: N/A
Durability: 200
Bonuses: When injected into an individual, this antidote automatically attacks any and all foreign substances, whether beneficial or adverse. Against any substance that is treated with Healing Expertise, it acts as though it has an HE of that value, and will remove the substance immediately. Against any other substances that do not use HE to affect them, its Item Power is compared against the substance’s OS and, if greater, will remove said substance over the course of two posts. If it has a 25% greater IP than the substance’s OS, the substance is removed immediately.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. Additionally, this will have no effect on a substance with superior OS compared to the item’s IP.
Utility (Non-Combat Items}
{Non-Consumable Utility}
Name: Soul Gauge
Description: A wrist-mounted device that almost looks like a small wristwatch, this device is used to monitor the spiritual levels of another individual by simply pressing the button on the side of the item when within thirty feet of an individual. The device targets an individual that the user focuses on, preventing crowds from disrupting its function.
Type of Item: Utility
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 + 100/Class (Max Durability: 900)
Bonuses: When activated near an individual of equal or lower Class to the Soul Gauge, the target’s current Reiatsu Strength and Spiritual Pressure (after all changes, such as Type and technique alterations) are displayed on the watch face.
Drawbacks: If used against a target of greater Class than the Soul Gauge, the readout becomes fuzzy and inaccurate, increasing the range in each direction by 100 for every Class above. For example, if a Class 4 Soul Gauge was used against a Class 1 individual with 800 Reiatsu Strength, the readout would instead list 500-1100 Reiatsu Strength rather than the exact amount.
Costs: 2000 Ryo + 1500/Class Ryo
Name: Soul Gauge
Description: A wrist-mounted device that almost looks like a small wristwatch, this device is used to monitor the spiritual levels of another individual by simply pressing the button on the side of the item when within thirty feet of an individual. The device targets an individual that the user focuses on, preventing crowds from disrupting its function.
Type of Item: Utility
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 + 100/Class (Max Durability: 900)
Bonuses: When activated near an individual of equal or lower Class to the Soul Gauge, the target’s current Reiatsu Strength and Spiritual Pressure (after all changes, such as Type and technique alterations) are displayed on the watch face.
Drawbacks: If used against a target of greater Class than the Soul Gauge, the readout becomes fuzzy and inaccurate, increasing the range in each direction by 100 for every Class above. For example, if a Class 4 Soul Gauge was used against a Class 1 individual with 800 Reiatsu Strength, the readout would instead list 500-1100 Reiatsu Strength rather than the exact amount.
Costs: 2000 Ryo + 1500/Class Ryo
{Consumable Utility}
Name: Character Slot Voucher
Description: A golden voucher akin to a train ticket, almost shining like starlight due to the foil it's been printed on. Purchasing one of these will unlock an additional character slot.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Upon purchase, an additional character slot will be unlocked for the player in question. Up to two slots can be purchased in a year, with said year beginning as soon as the first slot is purchased.
Drawbacks: Creating a new character or bringing back a character from retirement or death (assuming said resurrection is approved by Staff) will consume said voucher. Vouchers do not expire if they are not used, but only two can be purchased per year.
Costs: 100,000 Ryo for the first voucher, 200,000 for the second.
Name: Amnesia Pill
Description: The Amnesia Pill is a simple tablet constructed out of the essence of Alzheimer's patients and the Forget-Me-Please flower. With the flavor of mold mixed with sour milk, it isn't a pleasant tasting medicine. By taking this white pill, the consumer can pool reiatsu in their stomach, activating its unique properties. This pill has the ability to cause someone to forget how to use a technique. All memory of the technique is purged, not only from the brain, but also the instinctual actions of the muscles.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: This can be used to remove a technique from the user's list. This clears the technique's slot and grants a partial refund (75%) of the TTP cost of the technique. If the technique was worth 100 TTP, 75 TTP would be refunded to them. This pill cannot be used in a thread, rather is handled in one's Point Bank. It is not able to be used for combat purposes. The item is simply used for those who wish to remove a technique from their characters.
Drawbacks: If the Learned stage of the technique was skipped when the Technique was learned or put into the character's app at the Character Creation process, then TTP for the Learned stage is not awarded. To explain with examples: A Shinigami at Class 4 learns a Class 4 Hado, then makes it proficient and Mastered, but decides later that they don't want it. 120 TTP was spent on the technique, so 90 TTP is refunded. If a different Shinigami used Power Tier to Class 4 with the same Class 4 Hado at Mastered, then decided that they didn't want it, only 60 TTP would be refunded. If a Class 3 Shinigami learned that same Class 4 Hado and started with the technique at Proficient, then Mastered it and decided that they didn't want it, they would also only receive 60 TTP for forgetting the technique. This is to prevent abuse with the ability to make a technique Proficient without Learning it, gaining more TTP back for forgetting than they spent on it.
Costs: 500 Ryo (Individual Techniques) | 5000 Ryo (complete wipe)
Name: Automatic Lock Pick (3)
Description: A small metal tool that, when inserted into a lock, automatically molds itself to the interior to form a temporary key for that lock only. After one hour or if a small button is pressed at the base of the lockpick, it will dissolve into dust, leaving no trace of its presence.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: 100
Bonuses: This lockpick can be used on any mechanical lock.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. An Automatic Lock Pick can only be used once, and on a single lock. Multiple are required for dealing with several locks.
Costs: 500 Ryo
Name: Shaping Crystal (3)
Description: A small piece of silver clay that can be quickly molded into just about any shape. There is an amount equal to roughly the size of a softball, and it can be freely molded as long as it maintains its mass. Once shaped, a small amount of Reiatsu can be used to instantly activate it, causing it to become incredibly hard and durable for a short duration.
Type of Item: Utility
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 (inactive) | 300 + 200/Class (when active) (Max Durability: 1500)
Bonuses: By spending 25 Reiatsu, the user can activate the shaping crystal, causing it to immediately harden into an almost diamond-like toughness, depending on the Class of item used. Once hardened, the object will maintain its form for three posts, at which point it will revert and crumble to dust.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating.
Costs: 3000 Ryo + 1000/Class Ryo.
Name: Viallis
Description: A small, red, gel-like pill that glows faintly in the light. When used by any non-Quincy races, there is no effect. For Quincies, it converts their blood into normal human blood, stripping away any abilities that are Quincy-only, including their Release. This enables them to interact with Hollows and Arrancar without suffering the extreme Reiatsu toxicity that normally accompanies the meeting of Quincies and Hollow Reiatsu.
Type of Item: Utility
Class: 6
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: A Quincy that has consumed this can interact with Hollow Reiatsu without any harm for an unlimited period in a social or cinematic thread, or five posts outside of said threads.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating. Quincies cannot use their bow or Bow Release, nor can they draw in Reiatsu from their Spirit Cross or Mask Fragment. They also cannot use Quincy-exclusive techniques, only ones available to all Human World Dwellers. To end the effect early, the user must cut open their skin and pour a Ginto Tube's contents into their blood.
Costs: 4500 Ryo
Name: Character Slot Voucher
Description: A golden voucher akin to a train ticket, almost shining like starlight due to the foil it's been printed on. Purchasing one of these will unlock an additional character slot.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: Upon purchase, an additional character slot will be unlocked for the player in question. Up to two slots can be purchased in a year, with said year beginning as soon as the first slot is purchased.
Drawbacks: Creating a new character or bringing back a character from retirement or death (assuming said resurrection is approved by Staff) will consume said voucher. Vouchers do not expire if they are not used, but only two can be purchased per year.
Costs: 100,000 Ryo for the first voucher, 200,000 for the second.
Name: Amnesia Pill
Description: The Amnesia Pill is a simple tablet constructed out of the essence of Alzheimer's patients and the Forget-Me-Please flower. With the flavor of mold mixed with sour milk, it isn't a pleasant tasting medicine. By taking this white pill, the consumer can pool reiatsu in their stomach, activating its unique properties. This pill has the ability to cause someone to forget how to use a technique. All memory of the technique is purged, not only from the brain, but also the instinctual actions of the muscles.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: This can be used to remove a technique from the user's list. This clears the technique's slot and grants a partial refund (75%) of the TTP cost of the technique. If the technique was worth 100 TTP, 75 TTP would be refunded to them. This pill cannot be used in a thread, rather is handled in one's Point Bank. It is not able to be used for combat purposes. The item is simply used for those who wish to remove a technique from their characters.
Drawbacks: If the Learned stage of the technique was skipped when the Technique was learned or put into the character's app at the Character Creation process, then TTP for the Learned stage is not awarded. To explain with examples: A Shinigami at Class 4 learns a Class 4 Hado, then makes it proficient and Mastered, but decides later that they don't want it. 120 TTP was spent on the technique, so 90 TTP is refunded. If a different Shinigami used Power Tier to Class 4 with the same Class 4 Hado at Mastered, then decided that they didn't want it, only 60 TTP would be refunded. If a Class 3 Shinigami learned that same Class 4 Hado and started with the technique at Proficient, then Mastered it and decided that they didn't want it, they would also only receive 60 TTP for forgetting the technique. This is to prevent abuse with the ability to make a technique Proficient without Learning it, gaining more TTP back for forgetting than they spent on it.
Costs: 500 Ryo (Individual Techniques) | 5000 Ryo (complete wipe)
Name: Automatic Lock Pick (3)
Description: A small metal tool that, when inserted into a lock, automatically molds itself to the interior to form a temporary key for that lock only. After one hour or if a small button is pressed at the base of the lockpick, it will dissolve into dust, leaving no trace of its presence.
Type of Item: Utility
Class: 7
Item Power (IP): N/A
Offense Type: N/A
Durability: 100
Bonuses: This lockpick can be used on any mechanical lock.
Drawbacks: Consumable items; once used, these items are lost, regardless of thread rating. An Automatic Lock Pick can only be used once, and on a single lock. Multiple are required for dealing with several locks.
Costs: 500 Ryo
Name: Shaping Crystal (3)
Description: A small piece of silver clay that can be quickly molded into just about any shape. There is an amount equal to roughly the size of a softball, and it can be freely molded as long as it maintains its mass. Once shaped, a small amount of Reiatsu can be used to instantly activate it, causing it to become incredibly hard and durable for a short duration.
Type of Item: Utility
Class: 7-1
Item Power (IP): N/A
Offense Type: N/A
Durability: 300 (inactive) | 300 + 200/Class (when active) (Max Durability: 1500)
Bonuses: By spending 25 Reiatsu, the user can activate the shaping crystal, causing it to immediately harden into an almost diamond-like toughness, depending on the Class of item used. Once hardened, the object will maintain its form for three posts, at which point it will revert and crumble to dust.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating.
Costs: 3000 Ryo + 1000/Class Ryo.
Name: Viallis
Description: A small, red, gel-like pill that glows faintly in the light. When used by any non-Quincy races, there is no effect. For Quincies, it converts their blood into normal human blood, stripping away any abilities that are Quincy-only, including their Release. This enables them to interact with Hollows and Arrancar without suffering the extreme Reiatsu toxicity that normally accompanies the meeting of Quincies and Hollow Reiatsu.
Type of Item: Utility
Class: 6
Item Power (IP): N/A
Offense Type: N/A
Durability: N/A
Bonuses: A Quincy that has consumed this can interact with Hollow Reiatsu without any harm for an unlimited period in a social or cinematic thread, or five posts outside of said threads.
Drawbacks: Consumable item; once used, this item is lost, regardless of thread rating. Quincies cannot use their bow or Bow Release, nor can they draw in Reiatsu from their Spirit Cross or Mask Fragment. They also cannot use Quincy-exclusive techniques, only ones available to all Human World Dwellers. To end the effect early, the user must cut open their skin and pour a Ginto Tube's contents into their blood.
Costs: 4500 Ryo