Post by Takano Hirai on Apr 27, 2019 2:35:08 GMT
OUTFITS
ACCESSORIES
GEAR
BODY ARMOR
Specialized armor developed by Soul Society to help combat Hollows. While it is typically illegal for non-soul reapers to use, that hasn’t stopped many others from replicating its intricate and advanced design.
Cost. 30,000 Kan
Slot. Outfit
Activate. None (Passive)
Effect. As a passive effect, your max HP is increased by 15 and also the armor negates 1 damage from every attack that hits you.
Uses. Indefinite.
Specialized armor developed by Soul Society to help combat Hollows. While it is typically illegal for non-soul reapers to use, that hasn’t stopped many others from replicating its intricate and advanced design.
Cost. 30,000 Kan
Slot. Outfit
Activate. None (Passive)
Effect. As a passive effect, your max HP is increased by 15 and also the armor negates 1 damage from every attack that hits you.
Uses. Indefinite.
QUINCY UNIFORM
These uniforms are specially designed to help fighters be as effective whilst attacking as possible.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will.
Effect. As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
Uses. Indefinite.
These uniforms are specially designed to help fighters be as effective whilst attacking as possible.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will.
Effect. As an at-will action two attacks of choice during your turn add 15 to their accuracy and boost their damage tier by 1.
Uses. Indefinite.
COMBAT ROBES
Shinigami and many other combatants tend to prefer using robes specialized for combat, as they are lightweight and comfortable.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will
Effect. As an at-will action at the end of your turn choose one boon: Add a bonus 10 defense during your next turn. Or, add a bonus 10 accuracy to all attacks during your next turn.
Uses. Indefinite
Shinigami and many other combatants tend to prefer using robes specialized for combat, as they are lightweight and comfortable.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will
Effect. As an at-will action at the end of your turn choose one boon: Add a bonus 10 defense during your next turn. Or, add a bonus 10 accuracy to all attacks during your next turn.
Uses. Indefinite
MEDITATION ROBES
These robes are specialized to allow for the better flow of Reiryoku, typically used by those specialized in Kido.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will.
Effect. As a passive effect your max ki is increased by 15. As an at-will action while above half max Reishi, regain 3 Reishi at the end of your turn.
Uses. Indefinite.
These robes are specialized to allow for the better flow of Reiryoku, typically used by those specialized in Kido.
Cost. 30,000 Kan
Slot. Outfit
Activate. At-Will.
Effect. As a passive effect your max ki is increased by 15. As an at-will action while above half max Reishi, regain 3 Reishi at the end of your turn.
Uses. Indefinite.
ACCESSORIES
ADVISOR
Whether a simple friend, or an expert you hired, this person serves as an excellent advisor for fights.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect upon equipping you choose any three traits, so long as you meet any requirements for them. You can remove and re-equip this item each week to choose new traits, if you so wish. You can never have more than five traits, even with this item equipped. This item is useless at the Ability Lv.5 and is meant to for newbie characters.
Uses. Indefinite.
Whether a simple friend, or an expert you hired, this person serves as an excellent advisor for fights.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect upon equipping you choose any three traits, so long as you meet any requirements for them. You can remove and re-equip this item each week to choose new traits, if you so wish. You can never have more than five traits, even with this item equipped. This item is useless at the Ability Lv.5 and is meant to for newbie characters.
Uses. Indefinite.
AMULET
This mystical amulet is attuned to the elements, giving the wearer greater affinity with them.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Burn and Poison when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
This mystical amulet is attuned to the elements, giving the wearer greater affinity with them.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Burn and Poison when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
SENSE ENHANCER
A drug developed by Soul Society scientists based off one of Captain Mayuri’s sense enhancers. This time the body does react with the senses.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will
Effect. As an at-will action choose two Basic Attacks that missed their targets your previous turn. The targets take half the Basic Attack damage as direct damage.
Uses. Indefinite.
A drug developed by Soul Society scientists based off one of Captain Mayuri’s sense enhancers. This time the body does react with the senses.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will
Effect. As an at-will action choose two Basic Attacks that missed their targets your previous turn. The targets take half the Basic Attack damage as direct damage.
Uses. Indefinite.
HOLLOW ARMOR
This armor does not originate with hollows, but instead is developed in a manner similar to Hollow mask manifestation. Once the armor senses a wound, it will move to fill the wound in an attempt to keep the user from bleeding out.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will.
Effect. As an at-will action you restore 3 HP to self at the end of your turn.
Uses. Indefinite.
This armor does not originate with hollows, but instead is developed in a manner similar to Hollow mask manifestation. Once the armor senses a wound, it will move to fill the wound in an attempt to keep the user from bleeding out.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will.
Effect. As an at-will action you restore 3 HP to self at the end of your turn.
Uses. Indefinite.
SATCHEL
A satchel made of durable materials, used to carry extra items.
Cost. 20,000 Kan
Slot. Accessory
Activate. Bonus Action
Effect. As a bonus action you can replace a gear-slot item equipped that has all its uses spent with another gear-slot item from your inventory.
Uses. Twice per battle.
A satchel made of durable materials, used to carry extra items.
Cost. 20,000 Kan
Slot. Accessory
Activate. Bonus Action
Effect. As a bonus action you can replace a gear-slot item equipped that has all its uses spent with another gear-slot item from your inventory.
Uses. Twice per battle.
HEADBAND
Headbands like this are worn by the most dedicated of warriors, giving them untold precision.
Cost. 20,000 Kan
Slot. Accessory
Activate. Passive / At-Will
Effect. As a passive effect each time a Basic Attack hits a target you gain a stack of Focus. As an at-will action you can spend four stacks of Focus to use Condense on a Super Attack as an at-will action.
Uses. Indefinite. Max of 4 Focus stacks gathered at a time.
Headbands like this are worn by the most dedicated of warriors, giving them untold precision.
Cost. 20,000 Kan
Slot. Accessory
Activate. Passive / At-Will
Effect. As a passive effect each time a Basic Attack hits a target you gain a stack of Focus. As an at-will action you can spend four stacks of Focus to use Condense on a Super Attack as an at-will action.
Uses. Indefinite. Max of 4 Focus stacks gathered at a time.
EXTRA WEAPON
Sometimes it helps to have more than just your Zanpakuto in combat.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect, your Basic Attacks score a critical hit on a natural 85 or higher.
Uses. Indefinite
Sometimes it helps to have more than just your Zanpakuto in combat.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect, your Basic Attacks score a critical hit on a natural 85 or higher.
Uses. Indefinite
HELMET
A warrior always makes sure to protect his most vital areas. Here’s an item to protect the second most vital area on the body.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As passive effect negates up to 6 direct damage received total from all sources during your turn.
Uses. Indefinite
A warrior always makes sure to protect his most vital areas. Here’s an item to protect the second most vital area on the body.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As passive effect negates up to 6 direct damage received total from all sources during your turn.
Uses. Indefinite
ASAUCHI
A weapon intended for those who cannot manifest a Zanpakuto. Even though it is not nearly as powerful as a Zanpakuto, it is still a swift and master crafted blade.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect, Basic Attacks roll two sets of damage dice and take the better sets of rolls.
Uses. Indefinite
A weapon intended for those who cannot manifest a Zanpakuto. Even though it is not nearly as powerful as a Zanpakuto, it is still a swift and master crafted blade.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect, Basic Attacks roll two sets of damage dice and take the better sets of rolls.
Uses. Indefinite
CREEPING TOXIN
A Toxin developed to cause severe fear and anxiety in a target, developed by Soul Society as a form of interrogation drug.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Freeze and Stun when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
A Toxin developed to cause severe fear and anxiety in a target, developed by Soul Society as a form of interrogation drug.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Freeze and Stun when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
SASH
An ornate sash worn by master fighters and students alike, usually used to help show rank.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect decreases the Reshi cost of all techniques and Super Attacks used during your turn by 2.
Uses. Indefinite
An ornate sash worn by master fighters and students alike, usually used to help show rank.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect decreases the Reshi cost of all techniques and Super Attacks used during your turn by 2.
Uses. Indefinite
KONPAKU PILL
An artificial soul, which you can give a body to help assist you in a fight.
Cost. 20,000 Kan
Slot. Accessory
Activate. Bonus Action to call on / At-will to order sidekick
Effect. As a bonus action grant your Konpaku a host body. As an at-will action on your turn the Konpaku can deal d6 direct damage to a target. If the Konpaku rolls a 1 on the the d6 they run out of Reishi and can no longer deal damage. Alternatively, as an at-will action you can order your Konpaku to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Uses. Once per battle (summoning.)
Limit. One Sidekick active at a time.
An artificial soul, which you can give a body to help assist you in a fight.
Cost. 20,000 Kan
Slot. Accessory
Activate. Bonus Action to call on / At-will to order sidekick
Effect. As a bonus action grant your Konpaku a host body. As an at-will action on your turn the Konpaku can deal d6 direct damage to a target. If the Konpaku rolls a 1 on the the d6 they run out of Reishi and can no longer deal damage. Alternatively, as an at-will action you can order your Konpaku to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Uses. Once per battle (summoning.)
Limit. One Sidekick active at a time.
SPIRIT-RECORDING INSECTS
Artificial insects created with the intention of recording/relaying Reiryoku levels to the user. Originally designed by an Arrancar scientist, reverse engineered and implemented in Soul Society.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive.)
Effect. As a passive effect, your defense is increased by 15 against Super Attacks.
Uses. Indefinite.
Artificial insects created with the intention of recording/relaying Reiryoku levels to the user. Originally designed by an Arrancar scientist, reverse engineered and implemented in Soul Society.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive.)
Effect. As a passive effect, your defense is increased by 15 against Super Attacks.
Uses. Indefinite.
SPIRIT SIPHONERS
These can come in many shapes and sizes, but all are meant to sap the Reiryoku from enemy combatants.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will
Effect. As an at-will action two Basic Attacks on your turn siphon 5 Reshifrom the target on hit.
Uses. Indefinite
These can come in many shapes and sizes, but all are meant to sap the Reiryoku from enemy combatants.
Cost. 20,000 Kan
Slot. Accessory
Activate. At-Will
Effect. As an at-will action two Basic Attacks on your turn siphon 5 Reshifrom the target on hit.
Uses. Indefinite
SPARRING TAPE
Specialized tape meant to be wrapped around your fists to protect them from damage in hand to hand combat.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Cripple and Immobilize when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
Specialized tape meant to be wrapped around your fists to protect them from damage in hand to hand combat.
Cost. 20,000 Kan
Slot. Accessory
Activate. None (Passive)
Effect. As a passive effect you have a +25% chance to inflict Cripple and Immobilize when using a Super Attack with those effects. Attacks with those effects also have their damage tier boosted by 1.
Uses. Indefinite
GEAR
REIRYOKU RESERVE
A special drink developed by Urahara Kisuke. It’s enhances the soul with several special herbs and spices, making it more powerful.
Cost. 15,000
Slot. Gear
Activate. At-Will - Reactive
Effect. As an at-will action you gain 20 Reserve Reshithat you can use only on techniques. If not spent by the beginning of your next turn, it disappears.
Uses. Once per battle
A special drink developed by Urahara Kisuke. It’s enhances the soul with several special herbs and spices, making it more powerful.
Cost. 15,000
Slot. Gear
Activate. At-Will - Reactive
Effect. As an at-will action you gain 20 Reserve Reshithat you can use only on techniques. If not spent by the beginning of your next turn, it disappears.
Uses. Once per battle
BATTLE STIM
Turns you into a frothing mad man that will rip people limb from limb. Do not give to people under the age of 14*
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. Your Basic Attacks have a 50% chance to inflict the Wound status for the duration.
Duration. 3 turns
Uses. Once per battle.
Turns you into a frothing mad man that will rip people limb from limb. Do not give to people under the age of 14*
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. Your Basic Attacks have a 50% chance to inflict the Wound status for the duration.
Duration. 3 turns
Uses. Once per battle.
WINTER ESSENCE
A small bottle filled with a specialized chemical that freeze almost any object. Use with caution.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Freeze status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
A small bottle filled with a specialized chemical that freeze almost any object. Use with caution.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Freeze status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
BLOOD SCROLL
A scroll written in the blood of those who have long since passed. Many would say it is cursed.
Cost. 10,000 Kan
Slot. Gear
Activate. Bonus Action - Reactive
Effect. As bonus action you can inflict a status effect or special status effect you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary.
Uses. Twice per battle.
A scroll written in the blood of those who have long since passed. Many would say it is cursed.
Cost. 10,000 Kan
Slot. Gear
Activate. Bonus Action - Reactive
Effect. As bonus action you can inflict a status effect or special status effect you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary.
Uses. Twice per battle.
PSEUDO KIDO DEVICE
A small device developed to help defend those who lack skill in Kido, specifically barrier Kido.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will - Reactive
Effect. You and a comrade of choice gain 10 will power.
Uses. Once per battle.
A small device developed to help defend those who lack skill in Kido, specifically barrier Kido.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will - Reactive
Effect. You and a comrade of choice gain 10 will power.
Uses. Once per battle.
HOLLOW ACID
Acid which has been extracted from Hollow claws and concentrated to be more potent. Induces intense physical harm and can even corrupt the soul.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn.
Uses. Three times per battle.
Acid which has been extracted from Hollow claws and concentrated to be more potent. Induces intense physical harm and can even corrupt the soul.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn.
Uses. Three times per battle.
MAYURI’S IRE
This is a highly toxic and dangerous chemical explosive, designed to cripple large crowds of civilians for capture. Named after one of the most ruthless scientists to ever reside in Soul Society.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. Has a 30% chance to inflict the Stun, Freeze, and Poison status effects (roll each separately.) The max chance to inflict with any effect is 95%. Also if the foe is afflicted by at least one of the statuses, they also receive the special status effect Strained. Strained decreases edge by 1 for the remainder of battle.
Uses. Twice per battle. Target may only receive one stack of Strained.
This is a highly toxic and dangerous chemical explosive, designed to cripple large crowds of civilians for capture. Named after one of the most ruthless scientists to ever reside in Soul Society.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. Has a 30% chance to inflict the Stun, Freeze, and Poison status effects (roll each separately.) The max chance to inflict with any effect is 95%. Also if the foe is afflicted by at least one of the statuses, they also receive the special status effect Strained. Strained decreases edge by 1 for the remainder of battle.
Uses. Twice per battle. Target may only receive one stack of Strained.
WHITE DRAGON TEA
A popular tea within the living world which is said to help both the mind and body loosen up.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. As a bonus action each 1 point of damage from your Basic Attacks take 2 points of willpower to reduce. Lasts for the duration.
Duration. 3 turns
Uses. Once per battle.
A popular tea within the living world which is said to help both the mind and body loosen up.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. As a bonus action each 1 point of damage from your Basic Attacks take 2 points of willpower to reduce. Lasts for the duration.
Duration. 3 turns
Uses. Once per battle.
RESHI NET
Originally designed by Quincies to ensure Hollows for easier execution, this device draws Reshi in from its surroundings and forms a net around a target.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will you have a 50% chance to inflict the Immobilize status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
Originally designed by Quincies to ensure Hollows for easier execution, this device draws Reshi in from its surroundings and forms a net around a target.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will you have a 50% chance to inflict the Immobilize status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
FLASH BANG
A small pellet designed to emit a large and blinding flash, used for quick escapes.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Blind status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
A small pellet designed to emit a large and blinding flash, used for quick escapes.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Blind status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
ARTIFICIAL BITTO
A small swarm of insect-like constructs which were inspired by the Bount’s Bitto. Used to swarm a target and draw power from their soul, like mosquitoes drawing blood.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you have a 50% chance to inflict the special status effect Sapped and siphon 10 ki. Sapped reduces max reishi 10 until the end of the battle.
Uses. Twice per battle. Also, each target may only receive two stacks Sapped from all sources during battle.
A small swarm of insect-like constructs which were inspired by the Bount’s Bitto. Used to swarm a target and draw power from their soul, like mosquitoes drawing blood.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you have a 50% chance to inflict the special status effect Sapped and siphon 10 ki. Sapped reduces max reishi 10 until the end of the battle.
Uses. Twice per battle. Also, each target may only receive two stacks Sapped from all sources during battle.
SHIBA FIREWORKS
The Shiba clan is known for making some of the greatest fireworks out there. Of course, aiming them at someone could have explosive results.
Cost. 10,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. You make a Basic Attack that hits up to three targets in an area attack. It has a 50% chance to inflict the Wound status.
Uses. Twice per battle.
The Shiba clan is known for making some of the greatest fireworks out there. Of course, aiming them at someone could have explosive results.
Cost. 10,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. You make a Basic Attack that hits up to three targets in an area attack. It has a 50% chance to inflict the Wound status.
Uses. Twice per battle.
PHOENIX WIND
A small bag of reddish orange powder, which is almost instantly set ablaze upon release. Said to come from the wings of a Phoenix.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Burn status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
A small bag of reddish orange powder, which is almost instantly set ablaze upon release. Said to come from the wings of a Phoenix.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Burn status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
MIRROR OF ANIMUS
When one looks into this mirror, it reveals to you your weaknesses and inner darkness. Many things that people wish to keep hidden, even to themselves.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you pick one foe and show them the mirror and they receive the special status effect Shock. For the duration of being Shocked any healing they receive drains an equal amount of Reishi.
Duration. Shock lasts 4 turns.
Uses. Once per battle.
When one looks into this mirror, it reveals to you your weaknesses and inner darkness. Many things that people wish to keep hidden, even to themselves.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you pick one foe and show them the mirror and they receive the special status effect Shock. For the duration of being Shocked any healing they receive drains an equal amount of Reishi.
Duration. Shock lasts 4 turns.
Uses. Once per battle.
POISONED KUNAI
A small poisoned dagger which can be thrown at an enemy.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Poison status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
A small poisoned dagger which can be thrown at an enemy.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Poison status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
MASTER’S JOURNAL
The combat journal of a Master warrior, filled with all sorts of unique and powerful techniques.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you can alter one single-type Super Attack you know, making it barrage-type or area-type. It loses its minor effect unless it has the versatile major effect. The Reishi cost is also adjusted per the new type. Alternatively, you can use this to change the major effect of the attack to a different one of choice. The attack returns to normal after battle is over.
Uses. Once per battle.
The combat journal of a Master warrior, filled with all sorts of unique and powerful techniques.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you can alter one single-type Super Attack you know, making it barrage-type or area-type. It loses its minor effect unless it has the versatile major effect. The Reishi cost is also adjusted per the new type. Alternatively, you can use this to change the major effect of the attack to a different one of choice. The attack returns to normal after battle is over.
Uses. Once per battle.
CONDENSED REIATSU
A small crystal of condensed Reiatsu which can be dissolved on the tongue. The Reiatsu provides a substantial boost in power.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you restore 20 HP and 20 Reshi to self or a comrade. Considered a restorative item.
Uses. Once per battle. Each person may only be affected by one restorative item per battle.
A small crystal of condensed Reiatsu which can be dissolved on the tongue. The Reiatsu provides a substantial boost in power.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action you restore 20 HP and 20 Reshi to self or a comrade. Considered a restorative item.
Uses. Once per battle. Each person may only be affected by one restorative item per battle.
BAKUDO GENERATOR
A small device which can be used to replicate various binding Kido to trap enemies.
Cost. 20,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action creates a dome around you and a foe of choice. They cannot escape unless they break the dome or defeat you. No one can enter it while it's activated. The dome has 50 HP. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it.
Uses. Once per battle.
A small device which can be used to replicate various binding Kido to trap enemies.
Cost. 20,000 Kan
Slot. Gear
Activate. Bonus Action
Effect. As a bonus action creates a dome around you and a foe of choice. They cannot escape unless they break the dome or defeat you. No one can enter it while it's activated. The dome has 50 HP. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it.
Uses. Once per battle.
4TH DIVISION ANESTHETIC
A very powerful drug used by 4th division to knock injured Shinigami unconscious.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Stun status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
A very powerful drug used by 4th division to knock injured Shinigami unconscious.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. As an at-will action you have a 50% chance to inflict the Stun status. The max chance to inflict with any effect is 95%.
Uses. Twice per battle.
SOUL SHIELD
A small necklace said to shield the wearer’s soul from various ailments.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will - Reactive
Effect. As an at-will action choose one status effect that you and all allies are immune to for the duration: Burn, Stun, Freeze, or Poison.
Limit. Your team may have two different Soul Shields placed at a time.
Duration. 5 turns.
Uses. Once per battle.
A small necklace said to shield the wearer’s soul from various ailments.
Cost. 15,000 Kan
Slot. Gear
Activate. At-Will - Reactive
Effect. As an at-will action choose one status effect that you and all allies are immune to for the duration: Burn, Stun, Freeze, or Poison.
Limit. Your team may have two different Soul Shields placed at a time.
Duration. 5 turns.
Uses. Once per battle.
HEIRLOOM
An item given to you long ago by someone dear. In your darkest times, you draw strength from it and the person who gave you it.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action - Reactive
Effect. As a bonus action remove all status effects (non-special.) You also gain 5 will power. Can be used on self or a comrade.
Uses. Once per battle. May use on self once. Ally may use one on you once.
An item given to you long ago by someone dear. In your darkest times, you draw strength from it and the person who gave you it.
Cost. 15,000 Kan
Slot. Gear
Activate. Bonus Action - Reactive
Effect. As a bonus action remove all status effects (non-special.) You also gain 5 will power. Can be used on self or a comrade.
Uses. Once per battle. May use on self once. Ally may use one on you once.
MAYURI’S ROT
Yet another invention named after the infamous mad scientist, this time a horrific crippling disease. When the name was jokingly suggestion, Mayuri found it to be so amusing that he gave the author the disease out of gratitude.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. Has a 50% chance to inflict the special Diseased status effect. Diseased deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%.
Duration. 3 turns
Uses. Twice per battle.
Yet another invention named after the infamous mad scientist, this time a horrific crippling disease. When the name was jokingly suggestion, Mayuri found it to be so amusing that he gave the author the disease out of gratitude.
Cost. 10,000 Kan
Slot. Gear
Activate. At-Will
Effect. Has a 50% chance to inflict the special Diseased status effect. Diseased deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%.
Duration. 3 turns
Uses. Twice per battle.