Post by Amara on Dec 30, 2022 21:55:18 GMT -5
mostly a wip sheet by request, will be only items RN
[5,000 XP] JETPACK (ACTIVE ITEM): A souped-up rocket pack with all the works, and at the push of a button can send you flying off with immense speed! Allows for the 1/thread use of a free 40% evasive technique. This does not give you MP and cannot have its power boosted in any way.
[7,000 XP] SENZU EXTRACT (ACTIVE ITEM): A slurry of liquified Senzu that contains just a pinch of healing within it, acting as a mass produced cure-all. Being severely watered down means it takes some time for it to kick in... 1/Thread, you may heal yourself or an ally for 25% HP.
[5,000 XP] FLARE GUN (ACTIVE ITEM): Appearing to be a standard tool on the surface is actually chock full of probably illegal Ki-infused bright powder, igniting with a massive flash when the trigger is pulled! The distraction allows you to make use of a 1/Thread 30% ESCAPE technique. You cannot use another escape technique on the following turn.
[5,000 XP] CAPSULE CARRY-ON (SUPPORT ITEM): Whether it be a belt, pack, or simply stuffed in your pockets, these special capsules allow you to carry TWO more items into a thread beyond the normal limit!
[5,000 XP] SECRET POISON (ACTIVE ITEM): A dangerous violet-purple liquid, perfect for coating a weapon or naturally sharp appendage with. It is highly acidic, allowing the user to add the BLEED variant to a standard offensive technique 1/Thread.
[7,000 XP] SHIELD GENERATOR (ACTIVE ITEM): A small, compact, hand-held device that can project the user's energy onto another in a defensive bubble to protect them. 1/Thread, add the DISTANCED & DISTANCED+ variants to a standard defensive technique.
[20,000 XP] DESTRON MACHINE (SUPER ITEM): A compact machine that you can fasten onto your arm, back, or wherever else. It takes in oxygen and corrupts it into vile Destron Gas that saps away at a foe's stamina when breathed in. Users can attach the special 'Destron' variant to offensive techniques. Destron Variant: If the technique deals at least 20% damage, the target suffers from the Poisoned status effect. This variant costs 2 TP.
[20,000 XP] DESTRON MACHINE [ALT] (SUPER ITEM): A compact machine that you can fasten onto your arm, back, or wherever else. It takes in oxygen and corrupts it into vile Destron Gas that saps away at a foe's stamina when breathed in. 1/Thread, you may add the unique 'Destron' variant to a standard offensive technique. Destron: If the technique deals at least 30% damage, the target suffers from the Toxic status effect for four turns. Toxic: The user is afflicted by Poisoned, additionally taking 10% HP as true damage at the end of every turn Toxic is active.
[20,000 XP] MASTER'S SUNGLASSES (SUPER ITEM): Stylish sunglasses that exude cockiness and experience in equal measure. The emboldened nature of a master allows you to, 1/Thread, add two standard variants OR a sparking variant to a standard technique.
[20,000 XP] BANSHO FAN (SUPER ITEM): A mystical fan with immense magical properties. A simple flap is enough to stir up storm-level gales! Commanding the winds allows you to form a 40% barrier with the SHIELD variant OR the DISTANCED variant, 1/thread.
[5,000 XP] MIRACLE PLACEBO (CONSUMABLE): This small round pill doesn't actually do anything... or does it? Ingesting the probably medicine cures your body of ails, allowing you to negate ONE ongoing negative status condition, or reduce a negative+ status condition to a standard negative.
(I.e.; would stop Bleed, Exhaust - would Turn Bleed+ into Bleed)
[5,000 XP] JETPACK (ACTIVE ITEM): A souped-up rocket pack with all the works, and at the push of a button can send you flying off with immense speed! Allows for the 1/thread use of a free 40% evasive technique. This does not give you MP and cannot have its power boosted in any way.
[7,000 XP] SENZU EXTRACT (ACTIVE ITEM): A slurry of liquified Senzu that contains just a pinch of healing within it, acting as a mass produced cure-all. Being severely watered down means it takes some time for it to kick in... 1/Thread, you may heal yourself or an ally for 25% HP.
[5,000 XP] FLARE GUN (ACTIVE ITEM): Appearing to be a standard tool on the surface is actually chock full of probably illegal Ki-infused bright powder, igniting with a massive flash when the trigger is pulled! The distraction allows you to make use of a 1/Thread 30% ESCAPE technique. You cannot use another escape technique on the following turn.
[5,000 XP] CAPSULE CARRY-ON (SUPPORT ITEM): Whether it be a belt, pack, or simply stuffed in your pockets, these special capsules allow you to carry TWO more items into a thread beyond the normal limit!
[5,000 XP] SECRET POISON (ACTIVE ITEM): A dangerous violet-purple liquid, perfect for coating a weapon or naturally sharp appendage with. It is highly acidic, allowing the user to add the BLEED variant to a standard offensive technique 1/Thread.
[7,000 XP] SHIELD GENERATOR (ACTIVE ITEM): A small, compact, hand-held device that can project the user's energy onto another in a defensive bubble to protect them. 1/Thread, add the DISTANCED & DISTANCED+ variants to a standard defensive technique.
[20,000 XP] DESTRON MACHINE (SUPER ITEM): A compact machine that you can fasten onto your arm, back, or wherever else. It takes in oxygen and corrupts it into vile Destron Gas that saps away at a foe's stamina when breathed in. Users can attach the special 'Destron' variant to offensive techniques. Destron Variant: If the technique deals at least 20% damage, the target suffers from the Poisoned status effect. This variant costs 2 TP.
[20,000 XP] DESTRON MACHINE [ALT] (SUPER ITEM): A compact machine that you can fasten onto your arm, back, or wherever else. It takes in oxygen and corrupts it into vile Destron Gas that saps away at a foe's stamina when breathed in. 1/Thread, you may add the unique 'Destron' variant to a standard offensive technique. Destron: If the technique deals at least 30% damage, the target suffers from the Toxic status effect for four turns. Toxic: The user is afflicted by Poisoned, additionally taking 10% HP as true damage at the end of every turn Toxic is active.
[20,000 XP] MASTER'S SUNGLASSES (SUPER ITEM): Stylish sunglasses that exude cockiness and experience in equal measure. The emboldened nature of a master allows you to, 1/Thread, add two standard variants OR a sparking variant to a standard technique.
[20,000 XP] BANSHO FAN (SUPER ITEM): A mystical fan with immense magical properties. A simple flap is enough to stir up storm-level gales! Commanding the winds allows you to form a 40% barrier with the SHIELD variant OR the DISTANCED variant, 1/thread.
[5,000 XP] MIRACLE PLACEBO (CONSUMABLE): This small round pill doesn't actually do anything... or does it? Ingesting the probably medicine cures your body of ails, allowing you to negate ONE ongoing negative status condition, or reduce a negative+ status condition to a standard negative.
(I.e.; would stop Bleed, Exhaust - would Turn Bleed+ into Bleed)