Post by Nuala Byrne on Jan 22, 2022 1:04:27 GMT -5
{Inventories}
{Jade Coral Fish Bowl}Name: Jade Coral Fish Bowl
Description: A beautiful collection of jade green actinodiscus mushroom coral, grown and shaped into a round fish bowl ten inches wide.
Class: 4-1
Item Type: Tool
Item Power (IP): 250 at Class 4, + 250 per Class (max 1000 IP)
Offense Type: None
Durability: x3 Item Power
Bonuses: A jade coral fish bowl is functionally invisible except when in active use; it can only be detected and seen with a Senses or Energy Sensory of 300 or more. A jade coral fish bowl can contain up to 2 fish items of any size, shrinking them down to a tiny size and covering them with its own invisibility as they occupy its interior. The bowl becomes visible when its user draws or stores a fish in it, or for a few seconds after it takes damage.
Whenever a fish leaves the jade coral fish bowl, its bearer may pay 250 reiatsu to bestow 25% of the fish bowl's maximum Item Power onto that fish for 3 posts, after which the Item Power returns to the bowl. While the fish bowl contains exactly two fish, the bowl's owner may pay 100 reiatsu per post to pit the fish against one another. If the fish fight one another for three posts, one fish is declared the victor (determined by the player), and the other fish's Durability is reduced to 0. The victor fish absorbs half the defeated fish's Item Power for the remainder of the thread.
The fish bowl floats behind its user, typically in the vicinity of one shoulder or the other, within 5 feet of its bearer, anchored to their orbit. It moves when and where they move.
Drawbacks: Bypassing the fish bowl's invisibility can be done with 75 less Senses or Energy Sensory per rank a sensor has in Focused Eye. The jade coral fish bowl requires combined spiritual stats and energy sensory of at least 400 to attach to one's self. Fish cannot more than double their Item Power through the use of this item. A character can use only one fish bowl item per thread.
Cost: 4,000 Ryo at Class 4, + 4,000 Ryo per Class
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
Description: A beautiful collection of jade green actinodiscus mushroom coral, grown and shaped into a round fish bowl ten inches wide.
Class: 4-1
Item Type: Tool
Item Power (IP): 250 at Class 4, + 250 per Class (max 1000 IP)
Offense Type: None
Durability: x3 Item Power
Bonuses: A jade coral fish bowl is functionally invisible except when in active use; it can only be detected and seen with a Senses or Energy Sensory of 300 or more. A jade coral fish bowl can contain up to 2 fish items of any size, shrinking them down to a tiny size and covering them with its own invisibility as they occupy its interior. The bowl becomes visible when its user draws or stores a fish in it, or for a few seconds after it takes damage.
Whenever a fish leaves the jade coral fish bowl, its bearer may pay 250 reiatsu to bestow 25% of the fish bowl's maximum Item Power onto that fish for 3 posts, after which the Item Power returns to the bowl. While the fish bowl contains exactly two fish, the bowl's owner may pay 100 reiatsu per post to pit the fish against one another. If the fish fight one another for three posts, one fish is declared the victor (determined by the player), and the other fish's Durability is reduced to 0. The victor fish absorbs half the defeated fish's Item Power for the remainder of the thread.
The fish bowl floats behind its user, typically in the vicinity of one shoulder or the other, within 5 feet of its bearer, anchored to their orbit. It moves when and where they move.
Drawbacks: Bypassing the fish bowl's invisibility can be done with 75 less Senses or Energy Sensory per rank a sensor has in Focused Eye. The jade coral fish bowl requires combined spiritual stats and energy sensory of at least 400 to attach to one's self. Fish cannot more than double their Item Power through the use of this item. A character can use only one fish bowl item per thread.
Cost: 4,000 Ryo at Class 4, + 4,000 Ryo per Class
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
{Midnight Coral Inventory}Name: Midnight Coral Inventory
Description: A rough semi-circle of vividly emerald and midnight green coral with many thick, tree-like branches in which tiny fishes swim, feed, and lair. It has a stocky central trunk that is thicker in the middle and tapers into blunt ends to the left and the right of its user, and many winding branches that reach outward from there, stopping after a foot or so of loose, branching growth and leaving room for many cavities and caves. The typical inventory is seven feet wide. Alternative colors are available upon request.
Type of Item: Tool & Armor
Class: 7-1
Item Power (IP): 100 at Class 7 + 150 per Class (max 1000)
Offense Type: None
Durability: x3 Item Power
Bonuses: A midnight coral inventory is functionally invisible except when in active use; it can only be detected and seen with a Senses or Energy Sensory of 300 or more. It floats behind its user, covering their back, flanks, and sides at approximately solar plexus-level. Its user may adjust the angle it sits at by up to 90° in any direction, but it always reverts to its normal position within the post. A midnight coral inventory can contain any number of fish items of any size, shrinking them down to a tiny size and covering them with its own invisibility as they wander in and out of its numerous, vividly colored branches. The inventory becomes visible when its user draws or stores a fish in it, or when for a few seconds after it takes damage. When an injured fish returns to the inventory, it can restore durability to a single fish equal to 30% of the fish's maximum durability per post. If two injured fish are in the inventory, it heals them both, restoring 25% durability to each of the two fish each post. A midnight coral inventory cannot heal more than two fish at a time; if multiple injured fish are in the inventory, its user decides which fish receive care first.
The midnight coral inventory floats within 5 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise immobile without their attachment. The inventory can be detached from its bearer for free. Additionally, the inventory can be attached to a new bearer at the cost of 100 reiatsu, if it is not in the possession of a current bearer.
Drawbacks: The midnight coral inventory requires combined spiritual stats and energy sensory of at least 300 to attach to one's self.
Costs: 3,000 Ryo at Class 7 + 2,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
Description: A rough semi-circle of vividly emerald and midnight green coral with many thick, tree-like branches in which tiny fishes swim, feed, and lair. It has a stocky central trunk that is thicker in the middle and tapers into blunt ends to the left and the right of its user, and many winding branches that reach outward from there, stopping after a foot or so of loose, branching growth and leaving room for many cavities and caves. The typical inventory is seven feet wide. Alternative colors are available upon request.
Type of Item: Tool & Armor
Class: 7-1
Item Power (IP): 100 at Class 7 + 150 per Class (max 1000)
Offense Type: None
Durability: x3 Item Power
Bonuses: A midnight coral inventory is functionally invisible except when in active use; it can only be detected and seen with a Senses or Energy Sensory of 300 or more. It floats behind its user, covering their back, flanks, and sides at approximately solar plexus-level. Its user may adjust the angle it sits at by up to 90° in any direction, but it always reverts to its normal position within the post. A midnight coral inventory can contain any number of fish items of any size, shrinking them down to a tiny size and covering them with its own invisibility as they wander in and out of its numerous, vividly colored branches. The inventory becomes visible when its user draws or stores a fish in it, or when for a few seconds after it takes damage. When an injured fish returns to the inventory, it can restore durability to a single fish equal to 30% of the fish's maximum durability per post. If two injured fish are in the inventory, it heals them both, restoring 25% durability to each of the two fish each post. A midnight coral inventory cannot heal more than two fish at a time; if multiple injured fish are in the inventory, its user decides which fish receive care first.
The midnight coral inventory floats within 5 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise immobile without their attachment. The inventory can be detached from its bearer for free. Additionally, the inventory can be attached to a new bearer at the cost of 100 reiatsu, if it is not in the possession of a current bearer.
Drawbacks: The midnight coral inventory requires combined spiritual stats and energy sensory of at least 300 to attach to one's self.
Costs: 3,000 Ryo at Class 7 + 2,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
{Fish Food}
{Crimson Pygmy Irukandji}Name: Crimson Pygmy Irukandji
Description: Most likely the smallest jellyfish in the world, it takes no less than eight crimson pygmy irukandji to fill a single cubic centimeter. A simple box jelly with a dozen tiny floss-like tentacles, they inhabit coral reefs for their protection and food, where they also act as a food source for other fish.
Type of Item: Consumable
Class: 5
Item Power (IP): 600
Offense Type: Poison
Durability: 300
Bonuses: Unlike the irukandji from which they were developed, the crimson pygmy's venom is harmless to both the spiritually inactive and to most fishes and other sea creatures. Instead, its effectiveness is concentrated and matched specifically to spiritually active non-sea life creatures. If a crimson pygmy irukandji jelly were to sting a victim directly, it would deliver a dose of poison to their body, but this is not the primary purpose of the jelly. Instead, they are seeded by the hundreds into midnight coral reefs and outcroppings, wherein their further-shrunken state, they act as an insidious food source for the other occupants of that coral. When seeded into a coral body, the irukandji disseminate and feed its other occupants over the course of one post, modifying those fish such that their bites each deliver a dose of the crimson pygmy's venom. One dose of the poison limits the Strength of its victim by 5% (maximum 75% decrease) for 6 posts and inflicts terrible, nerve-wracking electric pain that shoots up and down the victim's body, limiting the actions they can take to short, sporadic things not requiring significant focus to achieve.
While seeded into coral, crimson pygmy irukandji jellies use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: All used seeds of crimson pygmy irukandji jellies are consumed by fish and coral over the course of one thread, regardless of whether the venom is successfully employed. Each point of poison resist a character has decreases the duration of the venom by 2 posts (minimum 0, rendering characters with poison resist 3 or greater immune). Pain resist 1 will limit the pain of the venom, allowing the victim to "focus" on up to one task per post, and pain resist 2 will negate the effects of the pain from the venom.
Costs: 4,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
Description: Most likely the smallest jellyfish in the world, it takes no less than eight crimson pygmy irukandji to fill a single cubic centimeter. A simple box jelly with a dozen tiny floss-like tentacles, they inhabit coral reefs for their protection and food, where they also act as a food source for other fish.
Type of Item: Consumable
Class: 5
Item Power (IP): 600
Offense Type: Poison
Durability: 300
Bonuses: Unlike the irukandji from which they were developed, the crimson pygmy's venom is harmless to both the spiritually inactive and to most fishes and other sea creatures. Instead, its effectiveness is concentrated and matched specifically to spiritually active non-sea life creatures. If a crimson pygmy irukandji jelly were to sting a victim directly, it would deliver a dose of poison to their body, but this is not the primary purpose of the jelly. Instead, they are seeded by the hundreds into midnight coral reefs and outcroppings, wherein their further-shrunken state, they act as an insidious food source for the other occupants of that coral. When seeded into a coral body, the irukandji disseminate and feed its other occupants over the course of one post, modifying those fish such that their bites each deliver a dose of the crimson pygmy's venom. One dose of the poison limits the Strength of its victim by 5% (maximum 75% decrease) for 6 posts and inflicts terrible, nerve-wracking electric pain that shoots up and down the victim's body, limiting the actions they can take to short, sporadic things not requiring significant focus to achieve.
While seeded into coral, crimson pygmy irukandji jellies use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: All used seeds of crimson pygmy irukandji jellies are consumed by fish and coral over the course of one thread, regardless of whether the venom is successfully employed. Each point of poison resist a character has decreases the duration of the venom by 2 posts (minimum 0, rendering characters with poison resist 3 or greater immune). Pain resist 1 will limit the pain of the venom, allowing the victim to "focus" on up to one task per post, and pain resist 2 will negate the effects of the pain from the venom.
Costs: 4,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
{Miniature Cherry Shrimp}Name: Miniature Cherry Shrimp
Description: A brilliantly colored morph of the cherry shrimp, which is also several times smaller than the cherry shrimp occurring in nature. Adults are only a quarter-inch long, but make up for their lack of size with lurid and vivid color morphs. These tiny life forms serve as a functional food source for larger fish.
Type of Item: Consumable
Class: 5
Item Power (IP): 300
Offense Type: None
Durability: 150
Bonuses: Miniature cherry shrimp are seeded by the hundreds into midnight coral reefs and outcroppings, wherein their further-shrunken state, they act as a useful food source for the other occupants of that coral. When seeded into a coral body, the shrimp disseminate and feed its other occupants over the course of one post, modifying the fish stored in that coral such that their bodies become resistant to injury and shock. Modified fish remain so for the duration of the thread, counting as having additional durability equal to the item power of the shrimp. Additionally, these fish are highly resistant to the damaging effects of shockwaves, reducing durability damage they would suffer from shockwave sources by 75%.
While seeded into coral, miniature cherry shrimp use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: All used seeds of miniature cherry shrimp are consumed by fish and coral over the course of one thread, regardless of whether the fortification is successfully employed.
Costs: 3,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
Description: A brilliantly colored morph of the cherry shrimp, which is also several times smaller than the cherry shrimp occurring in nature. Adults are only a quarter-inch long, but make up for their lack of size with lurid and vivid color morphs. These tiny life forms serve as a functional food source for larger fish.
Type of Item: Consumable
Class: 5
Item Power (IP): 300
Offense Type: None
Durability: 150
Bonuses: Miniature cherry shrimp are seeded by the hundreds into midnight coral reefs and outcroppings, wherein their further-shrunken state, they act as a useful food source for the other occupants of that coral. When seeded into a coral body, the shrimp disseminate and feed its other occupants over the course of one post, modifying the fish stored in that coral such that their bodies become resistant to injury and shock. Modified fish remain so for the duration of the thread, counting as having additional durability equal to the item power of the shrimp. Additionally, these fish are highly resistant to the damaging effects of shockwaves, reducing durability damage they would suffer from shockwave sources by 75%.
While seeded into coral, miniature cherry shrimp use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: All used seeds of miniature cherry shrimp are consumed by fish and coral over the course of one thread, regardless of whether the fortification is successfully employed.
Costs: 3,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
{Hunter Killer-Bee Krill}Name: Hunter Killer-Bee Krill
Description: These tiny crustaceans are a rich, hunter green color. Often compared to shrimp, the two animals actually belong to entirely different classes. Krill school by the hundreds to thousands, feeding all manner of other sea life, thanks to their diminutive size. The shell of a killer-bee krill contains extremely dense spiritual particles, which are transferred to the fish that consume them.
Class: 3-1
Item Type: Consumable
Item Power (IP): 50 at Class 3, + 25 per Class
Offense Type: None
Durability: x3 Item Power
Bonuses: Hunter killer-bee krill are typically seeded by the hundreds into midnight coral reefs, where they feed all of the fish occupying that coral over the course of one post. This modifies those fish for the remainder of the thread, adding the krill's Item Power to their own Item Power and massively increasing the spiritual density of their attacks. Fish benefiting from hunter killer-bee krill partially bypass skin and flex defenses, inflicting 20% of their Offensive Stat's damage regardless of the presence of these defenses, plus 10% for each Class over 3.
While seeded into coral, hunter killer-bee krill use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: Ryo cost. Due to the extreme density of the spiritual particles in the killer-bee krill and fish that have fed on them, characters and other energy sensors detect their presence and highly unique spiritual signature as though they had an additional 100 Energy Sensory. All used seeds of hunter killer-bee krill are consumed by fish and coral over the course of one thread.
Cost: 5,000 Ryo at Class 3, + 5,000 Ryo per Class
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
Description: These tiny crustaceans are a rich, hunter green color. Often compared to shrimp, the two animals actually belong to entirely different classes. Krill school by the hundreds to thousands, feeding all manner of other sea life, thanks to their diminutive size. The shell of a killer-bee krill contains extremely dense spiritual particles, which are transferred to the fish that consume them.
Class: 3-1
Item Type: Consumable
Item Power (IP): 50 at Class 3, + 25 per Class
Offense Type: None
Durability: x3 Item Power
Bonuses: Hunter killer-bee krill are typically seeded by the hundreds into midnight coral reefs, where they feed all of the fish occupying that coral over the course of one post. This modifies those fish for the remainder of the thread, adding the krill's Item Power to their own Item Power and massively increasing the spiritual density of their attacks. Fish benefiting from hunter killer-bee krill partially bypass skin and flex defenses, inflicting 20% of their Offensive Stat's damage regardless of the presence of these defenses, plus 10% for each Class over 3.
While seeded into coral, hunter killer-bee krill use the durability of the coral they are seeded in before they use their own, as it effectively covers them during this time.
Drawbacks: Ryo cost. Due to the extreme density of the spiritual particles in the killer-bee krill and fish that have fed on them, characters and other energy sensors detect their presence and highly unique spiritual signature as though they had an additional 100 Energy Sensory. All used seeds of hunter killer-bee krill are consumed by fish and coral over the course of one thread.
Cost: 5,000 Ryo at Class 3, + 5,000 Ryo per Class
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
{Spirit Drill Spirulina}Name: Spirit Drill Spirulina
Description: Spirulina is a blue-green alga, and is believed to be one of the oldest life forms on Earth. First used by the Aztecs as an endurance booster, spirulina is considered a superfood — an all-in-one source of nutrients including protein levels comparable to eggs. Spirit drill spirulina is a variety with a bred-in poison for protection from over-harvesting in the wild, ensuring that it can propagate widely.
Class: 5
Item Type: Consumable
Item Power (IP): 40
Offense Type: Poison
Durability: 300
Bonuses: When seeded into a coral body, the spirulina disseminates and feeds its other occupants over the course of one post, modifying those fish for the remainder of the thread, such that their attacks each deliver a dose of the spirulina's poison. One dose of the poison limits the Reiatsu Strength of its victim by 5% (maximum 75% decrease) for 6 posts and inflicts terrible, head-spinning disorientation whenever they perform a technique that costs reiatsu, diminishing two Mental skills of the victim's choice by 1 rank for the poison's duration.
While seeded into coral, spirit drill spirulina uses the durability of the coral it is seeded in before it uses its own, as it effectively covers it during this time.
Drawbacks: All used seeds of spirit drill spirulina are consumed by fish and coral over the course of one thread, regardless of whether the poison is successfully employed. Each point of poison resist a character has decreases the duration of the poison by 2 posts (minimum 0, rendering characters with poison resist 3 or greater immune). Battle Focus 1 will limit the disorientation, halving its effectiveness. Battle Focus 2 will negate the effects of the disorientation from the poison.
Cost: 4,000 Ryo
Crafting Skills:
Donated to Urahara's:
Description: Spirulina is a blue-green alga, and is believed to be one of the oldest life forms on Earth. First used by the Aztecs as an endurance booster, spirulina is considered a superfood — an all-in-one source of nutrients including protein levels comparable to eggs. Spirit drill spirulina is a variety with a bred-in poison for protection from over-harvesting in the wild, ensuring that it can propagate widely.
Class: 5
Item Type: Consumable
Item Power (IP): 40
Offense Type: Poison
Durability: 300
Bonuses: When seeded into a coral body, the spirulina disseminates and feeds its other occupants over the course of one post, modifying those fish for the remainder of the thread, such that their attacks each deliver a dose of the spirulina's poison. One dose of the poison limits the Reiatsu Strength of its victim by 5% (maximum 75% decrease) for 6 posts and inflicts terrible, head-spinning disorientation whenever they perform a technique that costs reiatsu, diminishing two Mental skills of the victim's choice by 1 rank for the poison's duration.
While seeded into coral, spirit drill spirulina uses the durability of the coral it is seeded in before it uses its own, as it effectively covers it during this time.
Drawbacks: All used seeds of spirit drill spirulina are consumed by fish and coral over the course of one thread, regardless of whether the poison is successfully employed. Each point of poison resist a character has decreases the duration of the poison by 2 posts (minimum 0, rendering characters with poison resist 3 or greater immune). Battle Focus 1 will limit the disorientation, halving its effectiveness. Battle Focus 2 will negate the effects of the disorientation from the poison.
Cost: 4,000 Ryo
Crafting Skills:
Donated to Urahara's:
{Spirit Fish Flakes}Name: Spirit Fish Flakes
Description: Bright orange and blue fish flakes with a mildly fishy smell, typically crushed up into smaller flakes and sprinkled over the fish intended to consume them.
Class: 5-1
Item Type: Consumable
Item Power (IP): 100, +25 per Class over 5 (max 200)
Offense Type: None
Durability: 200
Bonuses: Typically sprinkled by the user into coral reefs, where they feed all of the fish occupying that coral over the course of one post. This modifies those fish for the remainder of the thread, adding the flakes' Item Power to their own Item Power.
Drawbacks: Ryo cost. All used spirit fish flakes are consumed by fish and coral over the course of one post. Any given fish item cannot benefit from more than three feedings of spirit fish flakes per thread.
Cost: 1,000 Ryo, +500 per Class over 5 (3,000 for a Class 1 fish flake)
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: Bright orange and blue fish flakes with a mildly fishy smell, typically crushed up into smaller flakes and sprinkled over the fish intended to consume them.
Class: 5-1
Item Type: Consumable
Item Power (IP): 100, +25 per Class over 5 (max 200)
Offense Type: None
Durability: 200
Bonuses: Typically sprinkled by the user into coral reefs, where they feed all of the fish occupying that coral over the course of one post. This modifies those fish for the remainder of the thread, adding the flakes' Item Power to their own Item Power.
Drawbacks: Ryo cost. All used spirit fish flakes are consumed by fish and coral over the course of one post. Any given fish item cannot benefit from more than three feedings of spirit fish flakes per thread.
Cost: 1,000 Ryo, +500 per Class over 5 (3,000 for a Class 1 fish flake)
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Midwater Fish Tablet, Type Sigma}Name: Midwater Fish Tablets, Type Sigma
Description: These small brown tablets absorb moisture and break apart into fish-edible nutritional supplements when submerged in water or water-like reishi.
Class: 5
Item Type: Consumable
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: Type Sigma midwater fish tablets contain a basic, universal fish food of moderate nutrient density. The real benefit of these tablets, however, is that they absorb and catalyze other liquids that are put in a bottle with them when the bottle is closed and quickly shaken. This transforms those liquids into a medium that fish items can easily digest, conferring their effects onto the fish who consume the tablets. In most cases, this confers the effects directly onto the fish, but toxins and similar devices will coat the fishes' teeth, allowing a poisoner to apply their insidious concoctions through the fish as vectors.
When deposited by the user into a coral reef, one of these tablets feeds up to three of the fish occupying that coral over the course of one post.
Drawbacks: Ryo cost. Fish tablets are consumed by fish and coral over the course of one post, regardless of whether the liquid is successfully employed. A fish item cannot gain the benefit of more than two liquids absorbed through type Sigma tablets.
Cost: 500 Ryo per tablet
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: These small brown tablets absorb moisture and break apart into fish-edible nutritional supplements when submerged in water or water-like reishi.
Class: 5
Item Type: Consumable
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: Type Sigma midwater fish tablets contain a basic, universal fish food of moderate nutrient density. The real benefit of these tablets, however, is that they absorb and catalyze other liquids that are put in a bottle with them when the bottle is closed and quickly shaken. This transforms those liquids into a medium that fish items can easily digest, conferring their effects onto the fish who consume the tablets. In most cases, this confers the effects directly onto the fish, but toxins and similar devices will coat the fishes' teeth, allowing a poisoner to apply their insidious concoctions through the fish as vectors.
When deposited by the user into a coral reef, one of these tablets feeds up to three of the fish occupying that coral over the course of one post.
Drawbacks: Ryo cost. Fish tablets are consumed by fish and coral over the course of one post, regardless of whether the liquid is successfully employed. A fish item cannot gain the benefit of more than two liquids absorbed through type Sigma tablets.
Cost: 500 Ryo per tablet
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Fish}
{No-Fish the Red Discus}Name: No-Fish the Red Discus
Description: Version 4. Each "No-Fish" is born with specific chakras across their body in overdrive, allowing them to collect and focus spiritual energy into destructive bursts. An unusually on-point mutation of the typical red velvet discus fish, No-Fish is notable for the mask-like bone white portion of scales that covers his face, the intense crimson coloration that covers the rest of his body (save for his practically invisible tail), and his unusual size for the strain. Easily more than 5 inches (13cm) in length, No-Fish utterly dwarfs other red velvet discus fish. His eyes, like other fish of the strain, are blood red with black pupils.
Type of Item: Weapon & Pet
Class: 1
Item Power (IP): 800
Offense Type: Spiritual
Durability: 1500
Bonuses: No-Fish can charge a powerful blast of red energy by channeling his user's reiatsu. He can deliver two different blasts. The first blast is a large beam of crimson reiatsu which is extremely hot and costs 250 Reiatsu. The second is a max-power blast, with 150% of the No-Fish's normal Offensive Strength and 100 less Speed, but which also prevents him from firing more blasts for one post and costs 600 Reiatsu. When using the max-power blast, a No-Fish suffers a 200-point penalty to Item Power and suffers 300 Durability damage from the overheating of its chakras.
A No-Fish floats within 10 feet of his bearer, anchored to their orbit. He moves when and where they move, otherwise moving at a speed of 300, within the confines of this area. The discus fish can be detached from his bearer for free, whereupon he will fly within about 40 feet of the location he was deposited in. Additionally, a No-Fish can be attached to a new bearer at the cost of 250 reiatsu, if he is not in the possession of a current bearer.
Drawbacks: The No-Fish requires combined spiritual and energy sensory stats of at least 800 to attach to one's self. To wield a No-Fish, a character's Reiatsu Strength, Spiritual Pressure and Energy Sensory must all be at least 200. (Meaning that 300 RS + 300 SPPR + 200 ES is sufficient to attach the fish, in addition to other stat totals that reach the same threshold, if none of them are lower than 25% of the requisite.)
Costs: 22,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
Description: Version 4. Each "No-Fish" is born with specific chakras across their body in overdrive, allowing them to collect and focus spiritual energy into destructive bursts. An unusually on-point mutation of the typical red velvet discus fish, No-Fish is notable for the mask-like bone white portion of scales that covers his face, the intense crimson coloration that covers the rest of his body (save for his practically invisible tail), and his unusual size for the strain. Easily more than 5 inches (13cm) in length, No-Fish utterly dwarfs other red velvet discus fish. His eyes, like other fish of the strain, are blood red with black pupils.
Type of Item: Weapon & Pet
Class: 1
Item Power (IP): 800
Offense Type: Spiritual
Durability: 1500
Bonuses: No-Fish can charge a powerful blast of red energy by channeling his user's reiatsu. He can deliver two different blasts. The first blast is a large beam of crimson reiatsu which is extremely hot and costs 250 Reiatsu. The second is a max-power blast, with 150% of the No-Fish's normal Offensive Strength and 100 less Speed, but which also prevents him from firing more blasts for one post and costs 600 Reiatsu. When using the max-power blast, a No-Fish suffers a 200-point penalty to Item Power and suffers 300 Durability damage from the overheating of its chakras.
A No-Fish floats within 10 feet of his bearer, anchored to their orbit. He moves when and where they move, otherwise moving at a speed of 300, within the confines of this area. The discus fish can be detached from his bearer for free, whereupon he will fly within about 40 feet of the location he was deposited in. Additionally, a No-Fish can be attached to a new bearer at the cost of 250 reiatsu, if he is not in the possession of a current bearer.
Drawbacks: The No-Fish requires combined spiritual and energy sensory stats of at least 800 to attach to one's self. To wield a No-Fish, a character's Reiatsu Strength, Spiritual Pressure and Energy Sensory must all be at least 200. (Meaning that 300 RS + 300 SPPR + 200 ES is sufficient to attach the fish, in addition to other stat totals that reach the same threshold, if none of them are lower than 25% of the requisite.)
Costs: 22,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
{Ursula the Cuttlefish}Name: Ursula the Cuttlefish
Description: Version 2.5. Every "Ursula" is born with specific chakras across their body in overdrive, reinforcing their already-tough body and allowing them to move vital energy with ease. Somehow cute and not at all creepy, Ursula is a common cuttlefish of common size, being roughly 15 inches (38cm) long in the mantle (not counting her head and arms). Her W-shaped eyes are surrounded by bright blue-green coloration, an unusual mutation for the common cuttlefish. Complex characteristics in her skin allow her to change her coloration and camouflage herself in a variety of ways.
Type of Item: Tool & Pet
Class: 7-1
Item Power (IP): 100 at Class 7 + 100 per Class (max 700)
Offense Type: None
Durability: x3 Item Power
Bonuses: Ursula's genetic code contains instinctual instructions for how to repair and heal bodies, coupled with the cuttlefish's already high aptitude for learning and memory. Over the course of one post, she can heal injuries she can touch with her tentacles by channeling the reiatsu of her user. When an Ursula touches a target, she becomes intuitively aware of the target's current condition and how it differs from their ideal condition. Depending on her Class, Ursula can heal or reduce the severity of various levels of injury for certain reiatsu costs per post, as follows:
Classes 7 & 6; 100 reiatsu: Up to minimal blood loss, light bruising, hairline fractures, and first-degree burns.
Classes 5 & 4; 300 reiatsu: Up to disorienting blood loss, heavy bruising and light lacerations, light fractures, and first-degree burns.
Classes 3 & 2; 500 reiatsu: Up to moderate blood loss, crushed flesh and heavy lacerations, broken bones, and second-degree burns.
Class 1; 800 reiatsu: Up to major blood loss, destroyed or missing flesh, complex broken bones, and third-degree burns.
When an Ursula cuttlefish is Class 3 or greater, she develops the ability to interfere with injuries temporally, preventing them before they occur at all, even if her aid arrives after the injury has been inflicted. A Class 3 Ursula can reach up to 1 post into the past, a Class 2 Ursula can reach up to 2 posts into the past, and a Class 1 Ursula can reach up to 3 posts into the past. When an Ursula injects herself into the target's past, she takes the injury on herself, bypassing an Item Power and Class check, dealing damage to her Durability directly. An Ursula may temporally interpose on up to one injury per post.
An Ursula floats within 50 feet of her bearer, anchored to their orbit. She moves when and where they move, otherwise moving at a speed of 200, plus 50 per Class over 7, within the confines of this area. The cuttlefish can be detached from her bearer for free, whereupon she will fly within about 200 feet of the location she was deposited in. Additionally, an Ursula can be attached to a new bearer at the cost of 100 reiatsu, if she is not in the possession of a current bearer.
Drawbacks: Attaching to an Ursula requires a minimum of 100 in each of Reiatsu Strength, Spiritual Pressure and Energy Sensory, and combined stats of at least 500 between the three stats to attach to one's self, plus 100 for each class of the cuttlefish above 7. During any post in which a bearer employs one of an Ursula's abilities, their highest Offensive Stat is decreased by 25%, for each Ursula they employ (this debuff does not detach an attached Ursula cuttlefish). A character cannot have more than one Ursula per thread.
Costs: 4,000 Ryo at Class 7 + 4,000 per Class
Crafting: Crafting 1-3
Donated to Urahara: No
Description: Version 2.5. Every "Ursula" is born with specific chakras across their body in overdrive, reinforcing their already-tough body and allowing them to move vital energy with ease. Somehow cute and not at all creepy, Ursula is a common cuttlefish of common size, being roughly 15 inches (38cm) long in the mantle (not counting her head and arms). Her W-shaped eyes are surrounded by bright blue-green coloration, an unusual mutation for the common cuttlefish. Complex characteristics in her skin allow her to change her coloration and camouflage herself in a variety of ways.
Type of Item: Tool & Pet
Class: 7-1
Item Power (IP): 100 at Class 7 + 100 per Class (max 700)
Offense Type: None
Durability: x3 Item Power
Bonuses: Ursula's genetic code contains instinctual instructions for how to repair and heal bodies, coupled with the cuttlefish's already high aptitude for learning and memory. Over the course of one post, she can heal injuries she can touch with her tentacles by channeling the reiatsu of her user. When an Ursula touches a target, she becomes intuitively aware of the target's current condition and how it differs from their ideal condition. Depending on her Class, Ursula can heal or reduce the severity of various levels of injury for certain reiatsu costs per post, as follows:
Classes 7 & 6; 100 reiatsu: Up to minimal blood loss, light bruising, hairline fractures, and first-degree burns.
Classes 5 & 4; 300 reiatsu: Up to disorienting blood loss, heavy bruising and light lacerations, light fractures, and first-degree burns.
Classes 3 & 2; 500 reiatsu: Up to moderate blood loss, crushed flesh and heavy lacerations, broken bones, and second-degree burns.
Class 1; 800 reiatsu: Up to major blood loss, destroyed or missing flesh, complex broken bones, and third-degree burns.
When an Ursula cuttlefish is Class 3 or greater, she develops the ability to interfere with injuries temporally, preventing them before they occur at all, even if her aid arrives after the injury has been inflicted. A Class 3 Ursula can reach up to 1 post into the past, a Class 2 Ursula can reach up to 2 posts into the past, and a Class 1 Ursula can reach up to 3 posts into the past. When an Ursula injects herself into the target's past, she takes the injury on herself, bypassing an Item Power and Class check, dealing damage to her Durability directly. An Ursula may temporally interpose on up to one injury per post.
An Ursula floats within 50 feet of her bearer, anchored to their orbit. She moves when and where they move, otherwise moving at a speed of 200, plus 50 per Class over 7, within the confines of this area. The cuttlefish can be detached from her bearer for free, whereupon she will fly within about 200 feet of the location she was deposited in. Additionally, an Ursula can be attached to a new bearer at the cost of 100 reiatsu, if she is not in the possession of a current bearer.
Drawbacks: Attaching to an Ursula requires a minimum of 100 in each of Reiatsu Strength, Spiritual Pressure and Energy Sensory, and combined stats of at least 500 between the three stats to attach to one's self, plus 100 for each class of the cuttlefish above 7. During any post in which a bearer employs one of an Ursula's abilities, their highest Offensive Stat is decreased by 25%, for each Ursula they employ (this debuff does not detach an attached Ursula cuttlefish). A character cannot have more than one Ursula per thread.
Costs: 4,000 Ryo at Class 7 + 4,000 per Class
Crafting: Crafting 1-3
Donated to Urahara: No
{Forest Squid Blade}Name: Forest Squid Blade, aka, "the Squord"
Description: This squid's mantle is much shorter than most squids', with large, wide, and dexterous stabilizing fins. It has eight arms and two tentacles and has a short beak hidden between its limbs. The average forest squid is pale green and forest green, with a spiral of alternating colors that leads up its mantle, but each arm or leg is only one of these colors. When commissioned, the forest squid is designed with the ability to extrude a blade of any design up to 50cm in length, which can be dispensed from either or both of its tentacles.
Class: 5-1
Item Type: Weapon & Armor
Item Power (IP): 200 at class 5, + 200 per class (max 1000)
Offense Type: Physical
Durability: x2.5 Item Power
Bonuses: A forest squid normally rests on its bearer's shoulders, but can extend tentacles down either or both of their arms and extrude its blade in front of their hand(s) on command or when needed. Extending the blade moves at a Speed equal to the squid's Item Power, but this speed can be doubled for one post at the cost of 100 reiatsu. The bearer's shoulders (and when employed, their arm and hand) are covered by the squid's armoring quality.
For the cost of 250 reiatsu, the forest squid blade can disperse a spiritual "ink" into its surrounding area, dampening both spiritual presences and energy sensory inside a 30-foot radius at Class 5, plus 30 feet per Class. This causes detecting spiritual presences through extranormal means to become harshly difficult; spiritual presences detect at half their normal strength inside the area, with the added side effect of hiding the spiritual race of any ink-masked individuals. Furthermore, energy sensory performs at half its normal effectiveness, with the added side effect of displacement, making each signature inside the area detect as though it were 10 feet away from its actual location. By expending 50 reiatsu at Class 5, and an extra 50 reiatsu per Class greater, an energy sensor can function at full effectiveness and ignore the displacement effect for 1 post.
As a variety of spiritual "fish," a forest squid blade can benefit from consumable fish foods, such as (but not limited to) the Crimson Pygmy Irukandji and Miniature Cherry Shrimp.
Drawbacks: A Class 5-2 forest squid blade requires combined spiritual stats of at least 600 to wield. A Class 1 forest squid blade requires combined spiritual stats of at least 800 to wield.
Cost: 7,500 ryo at class 5, +7,500 ryo per class up to class 2; 40,000 ryo at class 1
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
Description: This squid's mantle is much shorter than most squids', with large, wide, and dexterous stabilizing fins. It has eight arms and two tentacles and has a short beak hidden between its limbs. The average forest squid is pale green and forest green, with a spiral of alternating colors that leads up its mantle, but each arm or leg is only one of these colors. When commissioned, the forest squid is designed with the ability to extrude a blade of any design up to 50cm in length, which can be dispensed from either or both of its tentacles.
Class: 5-1
Item Type: Weapon & Armor
Item Power (IP): 200 at class 5, + 200 per class (max 1000)
Offense Type: Physical
Durability: x2.5 Item Power
Bonuses: A forest squid normally rests on its bearer's shoulders, but can extend tentacles down either or both of their arms and extrude its blade in front of their hand(s) on command or when needed. Extending the blade moves at a Speed equal to the squid's Item Power, but this speed can be doubled for one post at the cost of 100 reiatsu. The bearer's shoulders (and when employed, their arm and hand) are covered by the squid's armoring quality.
For the cost of 250 reiatsu, the forest squid blade can disperse a spiritual "ink" into its surrounding area, dampening both spiritual presences and energy sensory inside a 30-foot radius at Class 5, plus 30 feet per Class. This causes detecting spiritual presences through extranormal means to become harshly difficult; spiritual presences detect at half their normal strength inside the area, with the added side effect of hiding the spiritual race of any ink-masked individuals. Furthermore, energy sensory performs at half its normal effectiveness, with the added side effect of displacement, making each signature inside the area detect as though it were 10 feet away from its actual location. By expending 50 reiatsu at Class 5, and an extra 50 reiatsu per Class greater, an energy sensor can function at full effectiveness and ignore the displacement effect for 1 post.
As a variety of spiritual "fish," a forest squid blade can benefit from consumable fish foods, such as (but not limited to) the Crimson Pygmy Irukandji and Miniature Cherry Shrimp.
Drawbacks: A Class 5-2 forest squid blade requires combined spiritual stats of at least 600 to wield. A Class 1 forest squid blade requires combined spiritual stats of at least 800 to wield.
Cost: 7,500 ryo at class 5, +7,500 ryo per class up to class 2; 40,000 ryo at class 1
Crafting Skills: Crafting 2-3
Donated to Urahara's: No
{Viridian Lanternshark}Name: Viridian Lanternshark
Description: A slim-bodied shark with a short, blunt snout and a long, narrow tail, the viridian lanternshark attains a maximum known length of 10 inches. Its eyes are very large and oval in shape. The nostrils are preceded by short skin flaps. The shark's dorsal coloration is dark brown to gray; the undersides of the body and snout are black, with a broad, black marking above and behind each pelvic fin, and thin, black marks on the tail. These black markings contain numerous light-emitting photophores.
Class: 5
Item Type: Pet & Weapon
Item Power (IP): 200
Offense Type: Spiritual
Durability: 400
Bonuses: The viridian lanternshark floats within 3 feet of its bearer, anchored to their orbit. It moves when and where they move, unable to move of its own accord. The viridian lanternshark can be detached from its bearer for free, whereupon it will float within about 2 feet of the location it was deposited in. Additionally, the lanternshark can be attached to a new bearer at the cost of 50 reiatsu, if it is not in the possession of a current bearer.
Up to twice per post, at the cost of 125 reiatsu from its current or most recent bearer, the viridian lanternshark may charge and release a brilliant green ray from its mouth, with 200 OS and 400 Speed, at a target within 100 feet of itself. If this laser-like blast is used twice in one post, the viridian lanternshark must rest for one complete post before using it again.
Drawbacks: The viridian lanternshark requires a spiritual stat of at least 400 to attach to one's self.
Cost: 8,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
Description: A slim-bodied shark with a short, blunt snout and a long, narrow tail, the viridian lanternshark attains a maximum known length of 10 inches. Its eyes are very large and oval in shape. The nostrils are preceded by short skin flaps. The shark's dorsal coloration is dark brown to gray; the undersides of the body and snout are black, with a broad, black marking above and behind each pelvic fin, and thin, black marks on the tail. These black markings contain numerous light-emitting photophores.
Class: 5
Item Type: Pet & Weapon
Item Power (IP): 200
Offense Type: Spiritual
Durability: 400
Bonuses: The viridian lanternshark floats within 3 feet of its bearer, anchored to their orbit. It moves when and where they move, unable to move of its own accord. The viridian lanternshark can be detached from its bearer for free, whereupon it will float within about 2 feet of the location it was deposited in. Additionally, the lanternshark can be attached to a new bearer at the cost of 50 reiatsu, if it is not in the possession of a current bearer.
Up to twice per post, at the cost of 125 reiatsu from its current or most recent bearer, the viridian lanternshark may charge and release a brilliant green ray from its mouth, with 200 OS and 400 Speed, at a target within 100 feet of itself. If this laser-like blast is used twice in one post, the viridian lanternshark must rest for one complete post before using it again.
Drawbacks: The viridian lanternshark requires a spiritual stat of at least 400 to attach to one's self.
Cost: 8,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
{Moss Whale Shark}Name: Moss Whale Shark
Description: A massively bodied but gentle shark with a 40-foot-long body and a 5-foot-wide mouth. The head is wide and flat with two small eyes at the front corners. Their skin is dark green with a white belly marked with pale green or white spots and stripes which are unique to each individual. Its skin can be up to 15 cm thick and is very hard and rough to the touch. The shark has two dorsal fins set relatively far back on the body, a pair of pectoral fins, and a pair of pelvic fins. The tail has a larger upper lobe than the lower lobe.
Class: 2
Item Type: Tool & Pet
Item Power (IP): 800
Offense Type: Spiritual
Durability: 2000
Bonuses: The moss whale shark flies within 300 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 300 within the confines of this area. Once per post, the moss whale shark's bearer may pay 200 reiatsu to increase the speed of the shark to 600 for that post. The moss whale shark cannot benefit from reiatsu paid to increase its speed while it has a character in its mouth. The moss whale shark can be detached from its bearer for free, whereupon it will fly within about 500 feet of the location it was deposited in. Additionally, the shark can be attached to a new bearer at the cost of 300 reiatsu, if it is not in the possession of a current bearer.
The moss whale shark drifts along, collecting 200 reiatsu into its body per post, forming a pool of spiritual energy that it can use to heal its bearer, who must climb into its mouth to make use of the shark's healing. Enemies of the shark's bearer that enter its mouth instead lose 100 reiatsu to the shark per post. Each post that an ally is in the shark's mouth, it spends up to 600 reiatsu to bestow healing on that ally, reversing the effects of up to 5-inch deep lacerations, 10-inch punctures, third-degree burns, and restoring lost tissue equal to one arm or half a leg (though it cannot regenerate fully lost limbs or organs). As a filter feeder, the moss whale shark has effectively no bite strength, not being able to appreciably deal damage by biting anything, so while it can store people in its mouth, it cannot harm them in this way. Furthermore, characters cannot use step techs while in the moss whale shark's mouth.
The moss whale shark has 200 Energy Sensory, which it can use only to detect Hollows or other creatures with Hollow-type spiritual energy, such as Arrancar. When it finds a qualifying being, it creates a subconscious ping in its bearer's mind, notifying them of the direction to the Hollow with an instinctive marker.
Drawbacks: The moss whale shark requires combined spiritual stats and healing expertise of at least 600 to attach to one's self.
Cost: 24,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
Description: A massively bodied but gentle shark with a 40-foot-long body and a 5-foot-wide mouth. The head is wide and flat with two small eyes at the front corners. Their skin is dark green with a white belly marked with pale green or white spots and stripes which are unique to each individual. Its skin can be up to 15 cm thick and is very hard and rough to the touch. The shark has two dorsal fins set relatively far back on the body, a pair of pectoral fins, and a pair of pelvic fins. The tail has a larger upper lobe than the lower lobe.
Class: 2
Item Type: Tool & Pet
Item Power (IP): 800
Offense Type: Spiritual
Durability: 2000
Bonuses: The moss whale shark flies within 300 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 300 within the confines of this area. Once per post, the moss whale shark's bearer may pay 200 reiatsu to increase the speed of the shark to 600 for that post. The moss whale shark cannot benefit from reiatsu paid to increase its speed while it has a character in its mouth. The moss whale shark can be detached from its bearer for free, whereupon it will fly within about 500 feet of the location it was deposited in. Additionally, the shark can be attached to a new bearer at the cost of 300 reiatsu, if it is not in the possession of a current bearer.
The moss whale shark drifts along, collecting 200 reiatsu into its body per post, forming a pool of spiritual energy that it can use to heal its bearer, who must climb into its mouth to make use of the shark's healing. Enemies of the shark's bearer that enter its mouth instead lose 100 reiatsu to the shark per post. Each post that an ally is in the shark's mouth, it spends up to 600 reiatsu to bestow healing on that ally, reversing the effects of up to 5-inch deep lacerations, 10-inch punctures, third-degree burns, and restoring lost tissue equal to one arm or half a leg (though it cannot regenerate fully lost limbs or organs). As a filter feeder, the moss whale shark has effectively no bite strength, not being able to appreciably deal damage by biting anything, so while it can store people in its mouth, it cannot harm them in this way. Furthermore, characters cannot use step techs while in the moss whale shark's mouth.
The moss whale shark has 200 Energy Sensory, which it can use only to detect Hollows or other creatures with Hollow-type spiritual energy, such as Arrancar. When it finds a qualifying being, it creates a subconscious ping in its bearer's mind, notifying them of the direction to the Hollow with an instinctive marker.
Drawbacks: The moss whale shark requires combined spiritual stats and healing expertise of at least 600 to attach to one's self.
Cost: 24,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
{Harlequin Piranha}Name: Harlequin Piranha
Description: Nasty little fish gremlins, a harlequin piranha is usually around eight inches long, with brilliant bright green markings on an otherwise black body. It has a single row of sharp teeth in both jaws, the teeth are tightly packed and interlocking via small cusps and are used for rapid puncture and shearing. It has a broad, flat body with small fins. Other colors of harlequin piranha are available upon request.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 at Class 7 + 150 per Class (max 1000)
Offense Type: Physical
Durability: x2 Item Power
Bonuses: When a harlequin piranha is struck by an attack, it splits into three identical copies of the fish: the main fish and two primary clones. The main fish retains the durability it would have had after that attack. The primary clones have durability equal to x1.5 the Item Power of the main fish. If a primary clone is struck by an attack, it splits into three identical secondary clones of the fish with durability equal to the main fish's Item Power, each. If a secondary clone is struck by an attack, it splits one final time into three identical tertiary clones of the fish with durability equal to x0.5 the Item Power of the main fish, each.
The harlequin piranha (and any of its clones) flies within 300 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200, plus 50 per Class over 7, within the confines of this area. The piranha can be detached from its bearer for free, whereupon it will fly within about 200 feet of the location it was deposited in. Additionally, the main fish can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer. The harlequin piranha attacks by ravenously biting its target.
Drawbacks: The harlequin piranha requires combined spiritual stats and energy sensory of at least 400 to attach to one's self. If the main fish of a set of clones dies, all its clones also die.
Costs: 2,000 Ryo at Class 7 + 2,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
Description: Nasty little fish gremlins, a harlequin piranha is usually around eight inches long, with brilliant bright green markings on an otherwise black body. It has a single row of sharp teeth in both jaws, the teeth are tightly packed and interlocking via small cusps and are used for rapid puncture and shearing. It has a broad, flat body with small fins. Other colors of harlequin piranha are available upon request.
Type of Item: Weapon
Class: 7-1
Item Power (IP): 100 at Class 7 + 150 per Class (max 1000)
Offense Type: Physical
Durability: x2 Item Power
Bonuses: When a harlequin piranha is struck by an attack, it splits into three identical copies of the fish: the main fish and two primary clones. The main fish retains the durability it would have had after that attack. The primary clones have durability equal to x1.5 the Item Power of the main fish. If a primary clone is struck by an attack, it splits into three identical secondary clones of the fish with durability equal to the main fish's Item Power, each. If a secondary clone is struck by an attack, it splits one final time into three identical tertiary clones of the fish with durability equal to x0.5 the Item Power of the main fish, each.
The harlequin piranha (and any of its clones) flies within 300 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200, plus 50 per Class over 7, within the confines of this area. The piranha can be detached from its bearer for free, whereupon it will fly within about 200 feet of the location it was deposited in. Additionally, the main fish can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer. The harlequin piranha attacks by ravenously biting its target.
Drawbacks: The harlequin piranha requires combined spiritual stats and energy sensory of at least 400 to attach to one's self. If the main fish of a set of clones dies, all its clones also die.
Costs: 2,000 Ryo at Class 7 + 2,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
{Peacock Placodermus}Name: Peacock Placodermus
Description: Imagine Nuala's surprise when she discovered a descendent of the antediluvian placodermi fish in her mentor's tank. Using her fullbring over the course of generations, she developed this, the deep blue-green armored peacock placodermus. Five feet long and a descendent of what is possibly the world's first vertebrate superpredator, the peacock placodermus has bullet-shaped head and torso armor with articulation at the base of the neck and a strong lower jaw. It has real teeth, with defined pulp cavities, bone and dentine growth. The remainder of its body is thickly scaled with sage green color, armoring it from attacks on all sides. It has a long, heterocercal tail fin.
Type of Item: Weapon & Armor
Class: 5-1
Item Power (IP): 600 at Class 5 + 150 per Class (max 1200)
Offense Type: Physical
Durability: x2.5 Item Power
Bonuses: The peacock placodermus flies within 100 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 300, plus 50 per Class over 5, within the confines of this area. Once per post, the fish's bearer may pay 200 reiatsu to double the speed of the fish for that post. The placodermus can be detached from its bearer for free, whereupon it will fly within about 200 feet of the location it was deposited in. Additionally, the fish can be attached to a new bearer at the cost of 300 reiatsu, if it is not in the possession of a current bearer. The peacock placodermus attacks by biting or ramming into its targets, and uses its body to shield them from attacks.
Drawbacks: The peacock placodermus requires combined spiritual stats and energy sensory of at least 500 to attach to one's self.
Costs: 9,000 Ryo at Class 5 + 3,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
Description: Imagine Nuala's surprise when she discovered a descendent of the antediluvian placodermi fish in her mentor's tank. Using her fullbring over the course of generations, she developed this, the deep blue-green armored peacock placodermus. Five feet long and a descendent of what is possibly the world's first vertebrate superpredator, the peacock placodermus has bullet-shaped head and torso armor with articulation at the base of the neck and a strong lower jaw. It has real teeth, with defined pulp cavities, bone and dentine growth. The remainder of its body is thickly scaled with sage green color, armoring it from attacks on all sides. It has a long, heterocercal tail fin.
Type of Item: Weapon & Armor
Class: 5-1
Item Power (IP): 600 at Class 5 + 150 per Class (max 1200)
Offense Type: Physical
Durability: x2.5 Item Power
Bonuses: The peacock placodermus flies within 100 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 300, plus 50 per Class over 5, within the confines of this area. Once per post, the fish's bearer may pay 200 reiatsu to double the speed of the fish for that post. The placodermus can be detached from its bearer for free, whereupon it will fly within about 200 feet of the location it was deposited in. Additionally, the fish can be attached to a new bearer at the cost of 300 reiatsu, if it is not in the possession of a current bearer. The peacock placodermus attacks by biting or ramming into its targets, and uses its body to shield them from attacks.
Drawbacks: The peacock placodermus requires combined spiritual stats and energy sensory of at least 500 to attach to one's self.
Costs: 9,000 Ryo at Class 5 + 3,000 per Class
Crafting: Crafting 3
Donated to Urahara: No
{Silver-Pine Fantail Goldfish}Name: Silver-Pine Fantail Goldfish
Description: Fantails are the most single-tail-like of the fancy type goldfish. They look similar to common goldfish, but they have a quadruple flowing tail. A silver-pine fantail goldfish can reach a length of up to 12 inches (30 cm) and has brilliantly silver scales with pine green fins.
Type of Item: Tool & Pet
Class: 2
Item Power (IP): 600
Offense Type: None
Durability: 1200
Bonuses: The silver-pine fantail goldfish flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the goldfish's bearer may pay 200 reiatsu to increase the speed of the fish to 600 for that post. The goldfish can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the goldfish can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The silver-pine fantail goldfish has 200 Instinct, Analyzing 1, Learning 1, and Memory 1. It communicates telepathically with its bearer. If the bearer has multiple silver-pine goldfish, they network their mental faculties together, increasing their group Instinct by 75 for each extra goldfish present. For every two extra goldfish present, their bearer may increase either one of their skills by 1 or the skills of another fish they are connected with by 1, which can be changed up to once every 3 posts.
Drawbacks: The silver-pine fantail goldfish requires combined spiritual stats and energy sensory of at least 500 to attach to one's self, plus 200 for each extra goldfish in a school. A character can have no more than 5 silver-pine fantail goldfish attached to them at one time. A school of silver-pine fantail goldfish cannot raise any fish's skill to 4 ranks for any reason.
Costs: 24,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
Description: Fantails are the most single-tail-like of the fancy type goldfish. They look similar to common goldfish, but they have a quadruple flowing tail. A silver-pine fantail goldfish can reach a length of up to 12 inches (30 cm) and has brilliantly silver scales with pine green fins.
Type of Item: Tool & Pet
Class: 2
Item Power (IP): 600
Offense Type: None
Durability: 1200
Bonuses: The silver-pine fantail goldfish flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the goldfish's bearer may pay 200 reiatsu to increase the speed of the fish to 600 for that post. The goldfish can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the goldfish can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The silver-pine fantail goldfish has 200 Instinct, Analyzing 1, Learning 1, and Memory 1. It communicates telepathically with its bearer. If the bearer has multiple silver-pine goldfish, they network their mental faculties together, increasing their group Instinct by 75 for each extra goldfish present. For every two extra goldfish present, their bearer may increase either one of their skills by 1 or the skills of another fish they are connected with by 1, which can be changed up to once every 3 posts.
Drawbacks: The silver-pine fantail goldfish requires combined spiritual stats and energy sensory of at least 500 to attach to one's self, plus 200 for each extra goldfish in a school. A character can have no more than 5 silver-pine fantail goldfish attached to them at one time. A school of silver-pine fantail goldfish cannot raise any fish's skill to 4 ranks for any reason.
Costs: 24,000 Ryo
Crafting: Crafting 3
Donated to Urahara: No
{Lime Moon Jelly}Name: Aurelia tilia (Lime Moon Jellyfish)
Description: This alien-looking creature is named for its translucent, moonlike bell and the bright green color of its body. Instead of long trailing tentacles, the lime moon jelly has short tentacles that sweep food toward the mucous layer on the edge of the bell. The average lime moon jellyfish has a bell that is 3 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The lime jelly flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the lime jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The lime jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The lime jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual presence for the explicit purpose of connecting the bearer with other fish items. For each lime jelly the user is connected to, their combined spiritual stats increase by half the jelly's Item Power for the purpose of connecting to fish items.
The lime jelly has 100 Instinct, Battle Analysis 1, and War Strategy 1 and communicates telepathically with its bearer. If the bearer has multiple lime jellies, they network their mental faculties together, increasing their group Instinct by 50 for each additional lime jelly present.
Drawbacks: A character can have no more than 6 lime moon jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: This alien-looking creature is named for its translucent, moonlike bell and the bright green color of its body. Instead of long trailing tentacles, the lime moon jelly has short tentacles that sweep food toward the mucous layer on the edge of the bell. The average lime moon jellyfish has a bell that is 3 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The lime jelly flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the lime jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The lime jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The lime jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual presence for the explicit purpose of connecting the bearer with other fish items. For each lime jelly the user is connected to, their combined spiritual stats increase by half the jelly's Item Power for the purpose of connecting to fish items.
The lime jelly has 100 Instinct, Battle Analysis 1, and War Strategy 1 and communicates telepathically with its bearer. If the bearer has multiple lime jellies, they network their mental faculties together, increasing their group Instinct by 50 for each additional lime jelly present.
Drawbacks: A character can have no more than 6 lime moon jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Agave Sun Jellyfish}Name: Caerulia tequilana (Agave Sun Jellyfish)
Description: This alien-looking creature is named for its translucent, sunlike bell and the bright blue color of its body. Instead of long trailing tentacles, the agave sun jelly has many short, broad tentacles that sweep food toward the mucous layer on the edge of the bell. The average agave sun jellyfish has a bell that is 5 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The agave sun flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the agave jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The agave jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The agave jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual awareness for the explicit purpose of connecting the bearer with other fish items. For each agave jelly the user is connected to, their combined energy sensory and healing expertise increase by half the jelly's Item Power for the purpose of connecting to fish items.
The agave jelly has 100 Senses, Anti-Stealth 1, and Focused Eye 1, and communicates telepathically with its bearer. If the bearer has multiple agave jellies, they network their sensory faculties together, increasing their group Senses by 50 for each additional agave jelly present.
Drawbacks: A character can have no more than 6 agave sun jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: This alien-looking creature is named for its translucent, sunlike bell and the bright blue color of its body. Instead of long trailing tentacles, the agave sun jelly has many short, broad tentacles that sweep food toward the mucous layer on the edge of the bell. The average agave sun jellyfish has a bell that is 5 inches wide.
Class: 4
Item Type: Tool & Pet
Item Power (IP): 400
Offense Type: None
Durability: 1000
Bonuses: The agave sun flies within 30 feet of its bearer, anchored to their orbit. It moves when and where they move, otherwise moving at a speed of 200 within the confines of this area. Once per post, the agave jelly's bearer may pay 200 reiatsu to increase the speed of the jelly to 600 for that post. The agave jelly can be detached from its bearer for free, whereupon it will fly within about 50 feet of the location it was deposited in. Additionally, the jelly can be attached to a new bearer at the cost of 150 reiatsu, if it is not in the possession of a current bearer.
The agave jelly occupies a position within its bearer's metaphysical body, augmenting their spiritual awareness for the explicit purpose of connecting the bearer with other fish items. For each agave jelly the user is connected to, their combined energy sensory and healing expertise increase by half the jelly's Item Power for the purpose of connecting to fish items.
The agave jelly has 100 Senses, Anti-Stealth 1, and Focused Eye 1, and communicates telepathically with its bearer. If the bearer has multiple agave jellies, they network their sensory faculties together, increasing their group Senses by 50 for each additional agave jelly present.
Drawbacks: A character can have no more than 6 agave sun jellyfish attached to them at one time.
Cost: 9,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Dream Seafoam Velvet Shrimp}Name: Dream Seafoam Velvet Shrimp
Description: Approximately one and a half inches long at full maturity, this tiny seafoam-colored shrimp curls around the outside of its bearer's ear like an ear cuff. Its body is covered in bounteously fluffy fur.
Type of Item: Tool
Class: 5-1
Item Power (IP): 300 at Class 5 + 100 per Class (max 700)
Offense Type: None
Durability: x3 Item Power
Bonuses: Using modified electroreceptors inside its fluffy body, the dream seafoam velvet shrimp detects energy signatures in its vicinity, and confers its sensory potential onto its attached bearer. The shrimp's range is up to 200 feet at Class 5, plus an additional 200 feet at each higher Class. The shrimp and its bearer can tell if reiatsu is flaring, if an attack is being charged, and the exact strength and race of any reiatsu source within its area of detection. Their detection overcomes reiatsu masking, requiring 1 Stealth rank per 300 Item Power of the shrimp to effectively hide from its senses.
Due to their thick shells and minimal bodily organs, dream seafoam velvet shrimp are 75% resistant to shockwaves.
The dream seafoam velvet shrimp floats curls around the outside of the ear of its bearer, harmlessly anchored to their body. The shrimp can be detached from its bearer for free. Additionally, the shrimp can be attached to a new bearer at the cost of 50 reiatsu, if it is not in the possession of a current bearer.
Drawbacks: The dream seafoam velvet shrimp requires combined spiritual stats of at least 100 to attach to one's self, plus 25 per Class over 5. Reiatsu signatures with two and a half times the shrimp's Item Power or greater in Reiatsu Strength or Spiritual Pressure or greater overwhelm the shrimp, rendering those sources immune to the shrimp's senses.
Costs: 7,000 Ryo at Class 5 + 2,000 Ryo per Class
Crafting: Crafting 2-3
Donated to Urahara: No
Description: Approximately one and a half inches long at full maturity, this tiny seafoam-colored shrimp curls around the outside of its bearer's ear like an ear cuff. Its body is covered in bounteously fluffy fur.
Type of Item: Tool
Class: 5-1
Item Power (IP): 300 at Class 5 + 100 per Class (max 700)
Offense Type: None
Durability: x3 Item Power
Bonuses: Using modified electroreceptors inside its fluffy body, the dream seafoam velvet shrimp detects energy signatures in its vicinity, and confers its sensory potential onto its attached bearer. The shrimp's range is up to 200 feet at Class 5, plus an additional 200 feet at each higher Class. The shrimp and its bearer can tell if reiatsu is flaring, if an attack is being charged, and the exact strength and race of any reiatsu source within its area of detection. Their detection overcomes reiatsu masking, requiring 1 Stealth rank per 300 Item Power of the shrimp to effectively hide from its senses.
Due to their thick shells and minimal bodily organs, dream seafoam velvet shrimp are 75% resistant to shockwaves.
The dream seafoam velvet shrimp floats curls around the outside of the ear of its bearer, harmlessly anchored to their body. The shrimp can be detached from its bearer for free. Additionally, the shrimp can be attached to a new bearer at the cost of 50 reiatsu, if it is not in the possession of a current bearer.
Drawbacks: The dream seafoam velvet shrimp requires combined spiritual stats of at least 100 to attach to one's self, plus 25 per Class over 5. Reiatsu signatures with two and a half times the shrimp's Item Power or greater in Reiatsu Strength or Spiritual Pressure or greater overwhelm the shrimp, rendering those sources immune to the shrimp's senses.
Costs: 7,000 Ryo at Class 5 + 2,000 Ryo per Class
Crafting: Crafting 2-3
Donated to Urahara: No
{Ao Tree Frog}Name: Ao Tree Frog
Description: An adorable, oversized tree frog, approximately 7 inches long. It is extremely dense for its size, weighing about 3 pounds. Its body is bright green and bright blue in color with wide mottling, with a pale underbelly and softly-glowing golden eyes. Its tongue is a bold dark blue color. It clings to its owner's body and has a perpetually cheerful, slightly spaced-out expression. That could just be how frog faces look.
Class: Equal to owner
Item Type: Utility Pet
Item Power (IP): 250 at Class 8 + 50 per Class
Offense Type: Spiritual
Durability: x2 frog, x3 tongue
Bonuses: This frog clings to its owner's body, and is capable of crawling all over them at a Speed of half its Item Power. When mentally prompted by its owner, it creates a glowing blue spiritual tongue and fires it at a target within 15 feet of itself per Class of its owner, at a Speed of 600. When the spiritual tongue strikes a target, it sticks to them and tethers the owner to the target. On another mental command, the frog will either attempt to reel in the target, or release the target from its grip. The frog has a gripping and pulling Strength and Speed equal to its Item Power. Destroying the frog's spiritual tongue has no impact on its ability to form another tongue, but does break a tether.
Despite not being a fish, a Ao Tree Frog can eat an entire Midwater Fish Tablet to benefit from its effects, conferring any toxic effects onto the frog's spiritual tongue and making them contact-type, since it has no teeth.
Drawbacks: The frog draws on its owner's spiritual aura for powering its tongue. It cannot fire or maintain its spiritual tongue unless it is clinging to its owner. Wielding a frog with any significant accuracy requires ranks in the Whispering Mononoke skill.
Cost: 10,000 Ryo
Crafting Skills: Crafting 1-3 or Genetics 1-3
Donated to Urahara's: No
Description: An adorable, oversized tree frog, approximately 7 inches long. It is extremely dense for its size, weighing about 3 pounds. Its body is bright green and bright blue in color with wide mottling, with a pale underbelly and softly-glowing golden eyes. Its tongue is a bold dark blue color. It clings to its owner's body and has a perpetually cheerful, slightly spaced-out expression. That could just be how frog faces look.
Class: Equal to owner
Item Type: Utility Pet
Item Power (IP): 250 at Class 8 + 50 per Class
Offense Type: Spiritual
Durability: x2 frog, x3 tongue
Bonuses: This frog clings to its owner's body, and is capable of crawling all over them at a Speed of half its Item Power. When mentally prompted by its owner, it creates a glowing blue spiritual tongue and fires it at a target within 15 feet of itself per Class of its owner, at a Speed of 600. When the spiritual tongue strikes a target, it sticks to them and tethers the owner to the target. On another mental command, the frog will either attempt to reel in the target, or release the target from its grip. The frog has a gripping and pulling Strength and Speed equal to its Item Power. Destroying the frog's spiritual tongue has no impact on its ability to form another tongue, but does break a tether.
Despite not being a fish, a Ao Tree Frog can eat an entire Midwater Fish Tablet to benefit from its effects, conferring any toxic effects onto the frog's spiritual tongue and making them contact-type, since it has no teeth.
Drawbacks: The frog draws on its owner's spiritual aura for powering its tongue. It cannot fire or maintain its spiritual tongue unless it is clinging to its owner. Wielding a frog with any significant accuracy requires ranks in the Whispering Mononoke skill.
Cost: 10,000 Ryo
Crafting Skills: Crafting 1-3 or Genetics 1-3
Donated to Urahara's: No
{Augments}
{Myrtle Eye of the Deep}Name: Myrtle Eye of the Deep
Description: An eyeball resembling an octopus's, but human-sized. It has a unique color of green that dominates the entire eye, except for its horizontal pupil. Eight tiny tentacles are attached to the back of the eye, which allow it to connect with the socket of a missing eye and reattach the optic nerve, permitting sight from the eye. Unlike a normal octopus's eye, this eye of the deep perceives color in the normal human range. Additional linking eyes appear identically to the Eye of the Deep, and can anchor to any solid surface.
Class: 2
Item Type: Tool
Item Power (IP): 600
Offense Type: None
Durability: 900
Bonuses: By pouring reiatsu into the Myrtle Eye of the Deep, its bearer activates and advances the Usage Stage of the eye's benefits. While active and the Stage has not been advanced within the last 3 posts, the bearer must pay 200 reiatsu to keep the eye's benefits active and its Usage Stage maintained. If the eye is empowered, its bearer may see through any of the eyes it is linked to.
The eye creates a network between itself and other eyes it is linked with. If two or more eyes are present and can view the same events from angles at least 15° different from one another, they calculate, check and measure the distances and velocities of objects and events within their shared realm of vision at high speed, giving the bearer advanced information and processing pertaining to them. Dimensional measurements, density, weight, speed and angles are revealed to the bearer, allowing them to react to events more quickly and more precisely based on the eye's Usage Stage.
The eye and its bearer have an alien reiatsu signature, which when empowered with reiatsu, is beyond energy sensory capabilities. Whenever the user pays at least 100 reiatsu to make the eye's functions work, they become a blindspot to Energy Sensory, unable to be detected by this sense unless the sensor's Energy Sensory exceeds a figure based on the eye's Usage Stage. The same is true of each eye the Myrtle Eye of the Deep is linked to.
The Myrtle Eye of the Deep's costs to reach each Usage Stage and its commensurate capabilities at each stage are as follows:
Stage 1-- 50 reiatsu, plus 25 per linked eye. Up to 0.5 effective seconds of advanced reflexes. Blindspot at ES = x0.5 Item Power.
Stage 2-- 100 reiatsu, plus 25 per linked eye. Up to 1 effective second of advanced reflexes. Blindspot at ES = x1 Item Power.
Stage 3-- 150 reiatsu, plus 50 per linked eye. Up to 1.5 effective seconds of advanced reflexes. Blindspot at ES = x1.25 Item Power.
Stage 4-- 200 reiatsu, plus 50 per linked eye. Up to 2 effective seconds of advanced reflexes. Blindspot at ES = x1.5 Item Power.
Drawbacks: Reserved to Luca Castabella. Using the eye is painful: at any given Usage Stage it requires Pain Tolerance with an equal number of ranks to avoid becoming staggered by the pain, preventing the user from performing anything more than short, simple tasks. If the eye remains active for more than 10 consecutive posts, the bearer develops an aura migraine that lasts for 10 posts, blinding them during this time. In any post the eye's powers are used, it locks the user's Reiatsu Strength and Spiritual Pressure for two posts, preventing conversion between the two. The Myrtle Eye of the Deep requires combined spiritual stats of at least 600 to use for any purpose but seeing normally.
Cost: 16,000 Ryo, plus 1,000 Ryo for each linking eye
Donated to Urahara's: No
Description: An eyeball resembling an octopus's, but human-sized. It has a unique color of green that dominates the entire eye, except for its horizontal pupil. Eight tiny tentacles are attached to the back of the eye, which allow it to connect with the socket of a missing eye and reattach the optic nerve, permitting sight from the eye. Unlike a normal octopus's eye, this eye of the deep perceives color in the normal human range. Additional linking eyes appear identically to the Eye of the Deep, and can anchor to any solid surface.
Class: 2
Item Type: Tool
Item Power (IP): 600
Offense Type: None
Durability: 900
Bonuses: By pouring reiatsu into the Myrtle Eye of the Deep, its bearer activates and advances the Usage Stage of the eye's benefits. While active and the Stage has not been advanced within the last 3 posts, the bearer must pay 200 reiatsu to keep the eye's benefits active and its Usage Stage maintained. If the eye is empowered, its bearer may see through any of the eyes it is linked to.
The eye creates a network between itself and other eyes it is linked with. If two or more eyes are present and can view the same events from angles at least 15° different from one another, they calculate, check and measure the distances and velocities of objects and events within their shared realm of vision at high speed, giving the bearer advanced information and processing pertaining to them. Dimensional measurements, density, weight, speed and angles are revealed to the bearer, allowing them to react to events more quickly and more precisely based on the eye's Usage Stage.
The eye and its bearer have an alien reiatsu signature, which when empowered with reiatsu, is beyond energy sensory capabilities. Whenever the user pays at least 100 reiatsu to make the eye's functions work, they become a blindspot to Energy Sensory, unable to be detected by this sense unless the sensor's Energy Sensory exceeds a figure based on the eye's Usage Stage. The same is true of each eye the Myrtle Eye of the Deep is linked to.
The Myrtle Eye of the Deep's costs to reach each Usage Stage and its commensurate capabilities at each stage are as follows:
Stage 1-- 50 reiatsu, plus 25 per linked eye. Up to 0.5 effective seconds of advanced reflexes. Blindspot at ES = x0.5 Item Power.
Stage 2-- 100 reiatsu, plus 25 per linked eye. Up to 1 effective second of advanced reflexes. Blindspot at ES = x1 Item Power.
Stage 3-- 150 reiatsu, plus 50 per linked eye. Up to 1.5 effective seconds of advanced reflexes. Blindspot at ES = x1.25 Item Power.
Stage 4-- 200 reiatsu, plus 50 per linked eye. Up to 2 effective seconds of advanced reflexes. Blindspot at ES = x1.5 Item Power.
Drawbacks: Reserved to Luca Castabella. Using the eye is painful: at any given Usage Stage it requires Pain Tolerance with an equal number of ranks to avoid becoming staggered by the pain, preventing the user from performing anything more than short, simple tasks. If the eye remains active for more than 10 consecutive posts, the bearer develops an aura migraine that lasts for 10 posts, blinding them during this time. In any post the eye's powers are used, it locks the user's Reiatsu Strength and Spiritual Pressure for two posts, preventing conversion between the two. The Myrtle Eye of the Deep requires combined spiritual stats of at least 600 to use for any purpose but seeing normally.
Cost: 16,000 Ryo, plus 1,000 Ryo for each linking eye
Donated to Urahara's: No
{Poisons}
{Spider Veins}Name: Spider Veins
Description: A glistening, dark purple paste that smells like dust and hot metal. It must be stored in an opaque vial, or light will cause it to denature rapidly.
Class: 5
Item Type: Poison
Item Power (IP): 300
Offense Type: Poison
Durability: 100
Bonuses: When exposed to blood, spider veins spreads quickly and catalyzes over the course of one post, and then explodes within the body, shredding blood vessels and producing instant bruising in a spider-web-like pattern, giving the substance its name. For every 100 Item Power of the poison, it affects an 8-inch radius of tissue.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist will reduce the IP of the poison by 100. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 2,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: A glistening, dark purple paste that smells like dust and hot metal. It must be stored in an opaque vial, or light will cause it to denature rapidly.
Class: 5
Item Type: Poison
Item Power (IP): 300
Offense Type: Poison
Durability: 100
Bonuses: When exposed to blood, spider veins spreads quickly and catalyzes over the course of one post, and then explodes within the body, shredding blood vessels and producing instant bruising in a spider-web-like pattern, giving the substance its name. For every 100 Item Power of the poison, it affects an 8-inch radius of tissue.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist will reduce the IP of the poison by 100. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 2,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Third Eye Blinding Oil}Name: Third Eye Blinding Oil
Description: A bright red-orange oil, opaque in aspect and viscous as crude oil. On contact with the body, it creates critical blockages in the Ajna chakra.
Class: 5
Item Type: Poison
Item Power (IP): 100
Offense Type: Poison
Durability: 200
Bonuses: For 3 posts after coming into contact with third-eye blinding oil, characters cannot benefit from non-release techniques that would allow them to predict the movements or actions of other entities. Furthermore, each contact damages the Calm Mind skill by 1 point for the same duration. If a character has Calm Mind 0 when they are exposed to the oil, they suffer from a critical mental instability-breakdown, ruining their ability to concentrate, remain calm, alert, and aware of their surroundings, as if they were a Prodigy-type cracking under extreme stress.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist buffers 1 point of damage to Calm Mind over the course of a thread. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 2,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: A bright red-orange oil, opaque in aspect and viscous as crude oil. On contact with the body, it creates critical blockages in the Ajna chakra.
Class: 5
Item Type: Poison
Item Power (IP): 100
Offense Type: Poison
Durability: 200
Bonuses: For 3 posts after coming into contact with third-eye blinding oil, characters cannot benefit from non-release techniques that would allow them to predict the movements or actions of other entities. Furthermore, each contact damages the Calm Mind skill by 1 point for the same duration. If a character has Calm Mind 0 when they are exposed to the oil, they suffer from a critical mental instability-breakdown, ruining their ability to concentrate, remain calm, alert, and aware of their surroundings, as if they were a Prodigy-type cracking under extreme stress.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist buffers 1 point of damage to Calm Mind over the course of a thread. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 2,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Morpheus Tears}Name: Morpheus Tears
Description: A deep red-purple oil, translucent in aspect, and so thick that it is almost jelly-like in viscosity. On contact with the body, it creates critical blockages in the Vishuddha chakra.
Class: 5
Item Type: Poison
Item Power (IP): 100
Offense Type: Poison
Durability: 200
Bonuses: After the body comes into contact with Morpheus tears, the throat swells and constricts, preventing characters from vocalizing clearly, reducing the effectiveness of incantations by 25% (with no effect on incantations that do not depend on numbers). Further, each contact damages the body's ability to recover from stress and clear lactic acid from muscular structures, resulting in an overall loss of stamina. A character injured by Morpheus tears loses 1 stamina post as if they were a Genius-type suffering from extended activity.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist effectively increases the victim's stamina limit by 1 post. 1 rank in Mental Incantation overcomes the incantation penalty. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 3,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: A deep red-purple oil, translucent in aspect, and so thick that it is almost jelly-like in viscosity. On contact with the body, it creates critical blockages in the Vishuddha chakra.
Class: 5
Item Type: Poison
Item Power (IP): 100
Offense Type: Poison
Durability: 200
Bonuses: After the body comes into contact with Morpheus tears, the throat swells and constricts, preventing characters from vocalizing clearly, reducing the effectiveness of incantations by 25% (with no effect on incantations that do not depend on numbers). Further, each contact damages the body's ability to recover from stress and clear lactic acid from muscular structures, resulting in an overall loss of stamina. A character injured by Morpheus tears loses 1 stamina post as if they were a Genius-type suffering from extended activity.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist effectively increases the victim's stamina limit by 1 post. 1 rank in Mental Incantation overcomes the incantation penalty. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 3,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Kushanada Blood}Name: Kushanada Blood
Description: Possibly not actual kushanada blood. Nonetheless, a thick, bright red substance with an acrid smell. It can be handled without harm but catalyzes when it comes into contact with toxins of any kind, boiling into activity with the smell of fire and sulfur, from which its name likely stems.
Class: 5-1
Item Type: Poison Utility
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: When mixed with poison, Kushanada Blood adds its Item Power to the Item Power of the poison and increases the Class of the paired poison to the Class of the Kushanada Blood.
Drawbacks: Ryo cost. Incompatible with Piceous Tears.
Cost: 1,000 Ryo, plus 1500 per Class over 5 (7,000 Ryo for Class 1)
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: Possibly not actual kushanada blood. Nonetheless, a thick, bright red substance with an acrid smell. It can be handled without harm but catalyzes when it comes into contact with toxins of any kind, boiling into activity with the smell of fire and sulfur, from which its name likely stems.
Class: 5-1
Item Type: Poison Utility
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: When mixed with poison, Kushanada Blood adds its Item Power to the Item Power of the poison and increases the Class of the paired poison to the Class of the Kushanada Blood.
Drawbacks: Ryo cost. Incompatible with Piceous Tears.
Cost: 1,000 Ryo, plus 1500 per Class over 5 (7,000 Ryo for Class 1)
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Piceous Sweat}Name: Piceous Sweat
Description: Probably not the sweat of anything. This thin, deep inky black substance has a bitter smell. It can be handled without danger but catalyzes when it comes into contact with toxins of any kind, fizzing into wild activity accompanied by the appearance of glittery motes within the liquid.
Class: 5
Item Type: Poison Utility
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: When mixed with poison, Piceous Sweat adds its Item Power to the Item Power of the poison and increases the virulence of that toxin by a wide margin. Resisting the paired poison requires 1 more rank in Poison Resist to see the same results.
Drawbacks: Ryo cost. Incompatible with Kushanada Blood.
Cost: 1,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: Probably not the sweat of anything. This thin, deep inky black substance has a bitter smell. It can be handled without danger but catalyzes when it comes into contact with toxins of any kind, fizzing into wild activity accompanied by the appearance of glittery motes within the liquid.
Class: 5
Item Type: Poison Utility
Item Power (IP): 100
Offense Type: None
Durability: 200
Bonuses: When mixed with poison, Piceous Sweat adds its Item Power to the Item Power of the poison and increases the virulence of that toxin by a wide margin. Resisting the paired poison requires 1 more rank in Poison Resist to see the same results.
Drawbacks: Ryo cost. Incompatible with Kushanada Blood.
Cost: 1,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
{Blood Harrow}Name: Blood Harrow
Description: A glittering, bright emerald green liquid coral that smells like salt and baked bones. It must be stored in a vial with water, as dehydration will cause it to denature. It seeps into the skin and proliferates rapidly when in contact with blood, using the victim's own DNA as building blocks to avoid detection from the body's defenses by mimicking platelets.
Class: 3
Item Type: Poison
Item Power (IP): 700
Offense Type: Poison
Durability: 100
Bonuses: When a victim poisoned by Blood Harrow becomes injured in a way that produces open bleeding, the liquid coral rushes to the site of the injury and populates, preventing healing and high-speed regeneration from being applied unless the victim's Healing Expertise (or their healer's Healing Expertise) exceeds the Item Power of the poison, by creating a layer of solid coral over the site of the injury.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist will reduce the IP of the poison by 200. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 5,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
Description: A glittering, bright emerald green liquid coral that smells like salt and baked bones. It must be stored in a vial with water, as dehydration will cause it to denature. It seeps into the skin and proliferates rapidly when in contact with blood, using the victim's own DNA as building blocks to avoid detection from the body's defenses by mimicking platelets.
Class: 3
Item Type: Poison
Item Power (IP): 700
Offense Type: Poison
Durability: 100
Bonuses: When a victim poisoned by Blood Harrow becomes injured in a way that produces open bleeding, the liquid coral rushes to the site of the injury and populates, preventing healing and high-speed regeneration from being applied unless the victim's Healing Expertise (or their healer's Healing Expertise) exceeds the Item Power of the poison, by creating a layer of solid coral over the site of the injury.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist will reduce the IP of the poison by 200. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 5,000 Ryo
Crafting Skills: Crafting 3
Donated to Urahara's: No
{Crown's Bane}Name: Crown's Bane
Description: A deep black oil, translucent in aspect and as viscous as cold honey. On contact with the body, it creates critical blockages in the Sahasrara chakra.
Class: 4
Item Type: Poison
Item Power (IP): 250
Offense Type: Poison
Durability: 250
Bonuses: After the body comes into contact with crown's bane, the blood vessels around the head and brain swell and constrict and the amygdala begins to run rampant, resulting in an acute, searing migraine coupled with a deep-seated fear and paranoia. These sensations are accompanied by a 7.5% increase in reiatsu costs and 1 point of damage to the Lack of Fear skill for each dose of poison the victim is exposed to. If a character has Lack of Fear 0 when they are exposed to the oil, they suffer from a compromising panic attack, destroying their ability to focus and causing them to lash out at their surroundings in an attempt to flee without first assessing risks or results.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist buffers 1 point of damage to Lack of Fear over the course of a thread. Each point in Pain Tolerance will reduce the reiatsu cost increase by 7.5%. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 3,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No
Description: A deep black oil, translucent in aspect and as viscous as cold honey. On contact with the body, it creates critical blockages in the Sahasrara chakra.
Class: 4
Item Type: Poison
Item Power (IP): 250
Offense Type: Poison
Durability: 250
Bonuses: After the body comes into contact with crown's bane, the blood vessels around the head and brain swell and constrict and the amygdala begins to run rampant, resulting in an acute, searing migraine coupled with a deep-seated fear and paranoia. These sensations are accompanied by a 7.5% increase in reiatsu costs and 1 point of damage to the Lack of Fear skill for each dose of poison the victim is exposed to. If a character has Lack of Fear 0 when they are exposed to the oil, they suffer from a compromising panic attack, destroying their ability to focus and causing them to lash out at their surroundings in an attempt to flee without first assessing risks or results.
Drawbacks: Ryo cost. Effective for only three hits when applied to a weapon. Each rank in Poison Resist buffers 1 point of damage to Lack of Fear over the course of a thread. Each point in Pain Tolerance will reduce the reiatsu cost increase by 7.5%. Five posts after application to a weapon, the poison will wear off, requiring another application.
Cost: 3,000 Ryo
Crafting Skills: Crafting 2
Donated to Urahara's: No