Post by Crystal Tokei on Aug 14, 2022 16:04:19 GMT -5
{Stats}Rank: 1
Type: Entrepreneur
Strength: 50 (-25%=37.5)
Speed: 200
Rs: 25
SprPr: 50
Instinct: 50
Senses: 50
Es: 25 (+25%=31.25)
---
LA: 50
DA: 50
Total SP: 400
Training SP: 0
Type: Entrepreneur
Strength: 50 (-25%=37.5)
Speed: 200
Rs: 25
SprPr: 50
Instinct: 50
Senses: 50
Es: 25 (+25%=31.25)
---
LA: 50
DA: 50
Total SP: 400
Training SP: 0
{Skills}Threads Until Next Skp: 1/8
Charisma: 1 (Free point)
Science- Souls & Soul Cycle: 2
Crafting: 2
Weapon- Gear Create: 2
Strength of Will: 2
Weapon- Items: 2
Skp Used: 10/15
Charisma: 1 (Free point)
Science- Souls & Soul Cycle: 2
Crafting: 2
Weapon- Gear Create: 2
Strength of Will: 2
Weapon- Items: 2
Skp Used: 10/15
{Power}Technique: Gear Create
Gear Create is the best way to describe Crystal's unusual ability. Crystal has access to a special personal dimension, one she can't fully enter and at most can only reach her arm into via portal. What makes this dimension so intriguing is when she wants to she can vacuum up corpses (both physical and spiritual), there is no maximum corpses that can be stored. Once stored the corpses can be siphoned for some of their power and with this siphoned power Crystal can have it form a variety of gear which is only limited by what level she has unlocked. After the siphoning process the corpses are then purified and then released back into the soul cycle as not to mess it up.
When gear gets created they are stored in the dimension, being pulled out and stored as Crystal see's fit. Limits on the number of gear that can be pulled out/used in a thread are limited to 3, (this limit is raised to 4 when level 7 has been unlocked) and she cannot have more than one type of each specific Gear out at a time. The process of Switching gear during combat comes with a 1 post cooldown. The gear made during this process holds a minuscule amount of power from the corpse used to create it, being stronger the higher the class of the corpse. Though Crystal cannot fully enter this dimension she is able to see its contents through her mind, almost as if the dimension were a part of her. She can only use corpses equal to her Class and lower.
When a Gear is made it may have one property, this property must be activated before the Gear can truly show its potential. At Class 8 the duration of this activation lasts for 2 posts increasing by 1 post every Class above 8. The cost of this activation starts at 100 reiatsu while it's Class 8, increasing by 50 reiatsu for each Class above 8.
While there is very few limits on what each ability allows for the things each ability must adhere to are as followed: They must ALWAYS relate to the theme/power of the corpse used to create it, they must never boost her stats. She can't store corpses unless they were gained from JT, Invasion/Rampage, PvP, Adventures/Quest threads and I cannot be the one to have made them if they are NPC's (PC's are the exception but the Thread must be DE). Corpses can also only be gathered/gained at the end of a thread to prevent in thread gear creation. The one thing all Gear gain upon creation is an OS equal to the users highest base OS (including SprPr) and can bypass cutback.
Gear Create is the best way to describe Crystal's unusual ability. Crystal has access to a special personal dimension, one she can't fully enter and at most can only reach her arm into via portal. What makes this dimension so intriguing is when she wants to she can vacuum up corpses (both physical and spiritual), there is no maximum corpses that can be stored. Once stored the corpses can be siphoned for some of their power and with this siphoned power Crystal can have it form a variety of gear which is only limited by what level she has unlocked. After the siphoning process the corpses are then purified and then released back into the soul cycle as not to mess it up.
When gear gets created they are stored in the dimension, being pulled out and stored as Crystal see's fit. Limits on the number of gear that can be pulled out/used in a thread are limited to 3, (this limit is raised to 4 when level 7 has been unlocked) and she cannot have more than one type of each specific Gear out at a time. The process of Switching gear during combat comes with a 1 post cooldown. The gear made during this process holds a minuscule amount of power from the corpse used to create it, being stronger the higher the class of the corpse. Though Crystal cannot fully enter this dimension she is able to see its contents through her mind, almost as if the dimension were a part of her. She can only use corpses equal to her Class and lower.
When a Gear is made it may have one property, this property must be activated before the Gear can truly show its potential. At Class 8 the duration of this activation lasts for 2 posts increasing by 1 post every Class above 8. The cost of this activation starts at 100 reiatsu while it's Class 8, increasing by 50 reiatsu for each Class above 8.
While there is very few limits on what each ability allows for the things each ability must adhere to are as followed: They must ALWAYS relate to the theme/power of the corpse used to create it, they must never boost her stats. She can't store corpses unless they were gained from JT, Invasion/Rampage, PvP, Adventures/Quest threads and I cannot be the one to have made them if they are NPC's (PC's are the exception but the Thread must be DE). Corpses can also only be gathered/gained at the end of a thread to prevent in thread gear creation. The one thing all Gear gain upon creation is an OS equal to the users highest base OS (including SprPr) and can bypass cutback.
{Level 1}At level 1 Crystal is able to make melee based weapons. These weapons have an OS equal to her own (Including SprPr) and a durability equal to her OS (Including SprPr) +100 above Class 7 multiplied by 2 (Class 7 weapon would be 800 max durability while Class 1 would be 2000 max). These weapons take 25% damage of attacks from sources with more OS than hers, half from those with double and full from those with triple. A max of 4 melee weapons can be created and stored at any time.
{Level 2}At level 2 Crystal can now create and store a max of 5 melee weapons at any time.
{Level 3}At level 3 Crystal can now create utility gear (Such as binoculars or grapple hook). The utility gear have an OS equal to hers and a durability equal to her OS +200 per class above Class 5. These utility gear take 25% damage of attacks from sources with more OS than hers, half from those with double and full from those with triple. She can create and store a max of 3 utility gear and 6 melee weapons at any time.
{Level 4}At level 4 Crystal can now create and store a max of 4 utility gear and 7 melee weapons.
{Level 5}At level 5 Crystal can now create ranged weapons and ammo bunches. These weapons have an OS equal to her OS and a durability equal to her OS +200 above Class 3. These weapons take 25% damage of attacks from sources with more OS than hers, half from those with double and full from those with triple. The ammo has no durability and uses the OS of the weapon that fired it, they can have 1 property which costs 100 to activate and fire. Ammo bunches are always 5 ammunition and finally when fired non-gun ammo has a speed of 800 while gun ammo has a speed of 1000. She can now create and store a max of 5 utility gear, 8 melee weapons, 3 ranged weapons, and 3 ammo bunches. Ammo can be auto loaded in the dimension before she pulls a ranged weapon out.
{Level 6}At level 6 Crystal can now create and store a max of 6 utility gear, 9 melee weapons, 4 ranged weapons, and 4 ammo bunches.
{Level 7}At level 7 Crystal can now make armor (includes shields). These armor have an OS equal to her OS and a durability of 3000. Armor subtracts the OS of both physical and spiritual attacks that can be blocked by their OS, taking durability damage from attacks with OS lower than 3X the armors OS equal to the subtracted amount of damage (400 max) and 800 durability damage from those with more than 3X the armors OS. She can create a max of 7 utility gear, 10 melee weapons, 5 ranged weapons, 5 ammo bunches, and 3 armor.
{Techniques}To be filled
{Bank}Ryo: 0
CTP: 2400
TTP: 820
Corpses:
CTP: 2400
TTP: 820
Corpses:
{Items}
{Magic Marker}Name: Magic Marker
Description: This is a stylish black marker with a smiley face cap. While it is first used the color momentarily glows red before fading to black.
Class: 8
Item Type: Non-Combat Utility
Item Power (IP): N/A
Offense Type: N/A
Durability: 500
Bonuses: When used to draw a straight line or O shape, that mark becomes a mouth. This mouth may be used to eat, in fact if used on something with enough intelligence they may use the mouth to speak if they wish.
Drawbacks: This cannot be used in combat, if tried the mark will disappear thus removing the mouth.
Cost: 500
Crafting Skills: 1 in Crafting, 1 in Science: Soul & Soul Cycle
Donated to Urahara's: No, donated to Kitai Shop until Crystal chooses otherwise
Description: This is a stylish black marker with a smiley face cap. While it is first used the color momentarily glows red before fading to black.
Class: 8
Item Type: Non-Combat Utility
Item Power (IP): N/A
Offense Type: N/A
Durability: 500
Bonuses: When used to draw a straight line or O shape, that mark becomes a mouth. This mouth may be used to eat, in fact if used on something with enough intelligence they may use the mouth to speak if they wish.
Drawbacks: This cannot be used in combat, if tried the mark will disappear thus removing the mouth.
Cost: 500
Crafting Skills: 1 in Crafting, 1 in Science: Soul & Soul Cycle
Donated to Urahara's: No, donated to Kitai Shop until Crystal chooses otherwise
{Soul Patch}Name: Soul Patch
Description: This is a black square patch with the image of a red ghost in the center. This patch sticks to any surface it's placed on thus making it easy to conceal.
Class: 7
Item Type: Non-Combat Utility
Item Power (IP): N/A
Offense Type: N/A
Durability: 500
Bonuses: When placed on a non spiritual body (This includes Dolls in use by Mod Souls or Gigai) that body becomes invisible to the Spiritually inept. Allowing a Fullbringer, Bount, Mod Soul, or Failure to walk among ordinary people without fear they of drawing attention to themselves while communicating to those with spiritual bodies. This does also allow them to battle without fear of being seen by ordinary people as well.
Drawbacks: This provides no benefit in battle, in fact if someone wishes harm to an ordinary person they become visible to all.
Cost: 500
Crafting Skills: 1 in Crafting, 1 in Science: Soul & Soul Cycle
Donated to Urahara's:No, donated to Kitai Shop until Crystal chooses otherwise
Description: This is a black square patch with the image of a red ghost in the center. This patch sticks to any surface it's placed on thus making it easy to conceal.
Class: 7
Item Type: Non-Combat Utility
Item Power (IP): N/A
Offense Type: N/A
Durability: 500
Bonuses: When placed on a non spiritual body (This includes Dolls in use by Mod Souls or Gigai) that body becomes invisible to the Spiritually inept. Allowing a Fullbringer, Bount, Mod Soul, or Failure to walk among ordinary people without fear they of drawing attention to themselves while communicating to those with spiritual bodies. This does also allow them to battle without fear of being seen by ordinary people as well.
Drawbacks: This provides no benefit in battle, in fact if someone wishes harm to an ordinary person they become visible to all.
Cost: 500
Crafting Skills: 1 in Crafting, 1 in Science: Soul & Soul Cycle
Donated to Urahara's:No, donated to Kitai Shop until Crystal chooses otherwise
{Class 8 Beat Stick}Name: The Beat Stick
Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one. (Customized to look like a Yo-Yo)
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: To the Kitai Shop we go
Description: This can be made into any weapon the user wishes upon purchase. In short, this is a very strong, very durable weapon. What you see is what you get with this one. (Customized to look like a Yo-Yo)
Class: 8-1
Item Type: Weapon
Item Power (IP): 150+150 per Class (1,200 Max)
Offense Type: Physical
Durability: 3x IP
Bonuses: N/A
Drawbacks: N/A
Cost: 1,000+7,000 per Class (50,000 Max)
Crafting Skills: 4 in Crafting
Donated to Urahara's: To the Kitai Shop we go
{Class 4 Midnight Coral Inventorey}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
{2 Class 4 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
{Class 4 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
{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
{3 Class 4 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
{3 Midwater Fish Tablets, 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
{3 Lime Moon Jellyfish}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
{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
{3 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