Post by mo money on Apr 3, 2009 17:50:58 GMT -5
WELCOME ! Welcome to the Keeper's Shop! This is where you can buy various weapons, items, and skills for your characters! There are just a few rules, and once you read them you can get to shopping in the catalog below! |1| Create a new thread and fill out the order form to purchase your items. |2| Items/Weapons/Skills you purchase cannot be used in a thread already in progress. If you started the thread on the 22nd and buy a skill on the 23rd, you cannot use the purchased skill in that thread. |3| Please post your threads, either purchase or redeeming threads, with your OOC account, but you can request to have the CP taken from any of your accounts, both OOC and Character Accounts. { CLICK FOR GENERAL PURCHASE FORM » }when posting a general purchase thread, use this form!ITEM(S): [blockquote][b]ITEM(S):[/b] THE CATALOG [PTabbedContent][PTab=WEAPONS] character weapons tranquilizer 1 in stock 1,500 CP One needle-pointed vial of tranquilizer serum (stolen from the Keepers) that will knock out an individual for a few hours. Custom weapon 100+ CP { CLICK FOR CUSTOM WEAPONS LIST }This is a list of readjusted prices for custom weapons purchased - please note that these prices are set and fixed, though for certain types or lengths of blades (or other miscellaneous weapons) the charge may be more or less, depending on rarity and length. If there is a question of price, please ask a staff member c: It is suggested that you use this list for pricing only and not as a shopping list, as the members who purchased the rarer items like to have ‘original’ weapons that are not commonly used. Thank you <3 I usually accept all custom weapons, but PLEASE be reasonable on what you think Keepers would actually give Shifters. Remember the environment in which they live c: Think: WWTKGADRS! What Would The Keepers Give A Dirty Rotten Shifter? K N I V E S / B L A D E S Axe - 115 CP Ice Axe - 120 CP Hatchet - 100 CP Bone Knife - 100 CP Boot Knife - 115 CP Bowie Knife, 6" - 220 CP, +15 per EACH added inch. Butterfly / Trench Knife 6" - 245 CP +20 CP per added inch Chakram - 500 CP each, 1k for the pair Combat Knife, 6" - 210 CP, +15 CP for each added inch Emeici Piercer - 250 CP Basic Hunting Knife, 6" - 200 CP, +10 per EACH added inch. Indian Hunting Knife - 275 CP Karambit - 300 CP Basic Machete, 12" - 450 CP, + 25 CP for EACH added inch. Neck Knife - 115 CP Persian-Style Knife - 200 CP Push Daggers - 235 CP each, 470 per pair Retractable Wrist Blades - 350 each, 700 per pair Retractable Claw Blades - 500 Each, 1000 per pair Sickle Hand Blade - 250 CP Skinning knife - 125 CP Stiletto Knife, 6" - 175 CP, +10 per EACH added inch Switchblade, 6" - 125 CP, +10 CP per each inch added MA II Tactical Knife, 6" - 150 CP, +15 CP per each inch added KA-BAR Tactical Knife, 6" - 150 CP, +15 CP per each inch added Throwing Knives (Set of 3) - 200 CP Trench Knife , 6" - 250 CP +15 CP per each inch added B O W S all bows come with 1 standard quiver full of wooden arrows. Regular Wooden Bow - 250 CP Longbow - 300 CP Compound Bow - 450 + 100 extra for a quiver of aluminum arrows M I S C E L L A N E O U S Baseball Bat (Aluminum) - 120 CP Brass Knuckles: 100 each, 200 for a pair Spiked BK: 150 each, 300 for a pair Bladed Brass Knuckles: 200 each, 400 for a pair Chain - 100 CP Chain Whip - 250 CP Fire-poker - 120 CP Scythe, Medium Handled - 250 CP Scythe, Long Handled - 300 CP Tire Iron - 100 CP [PTab=ITEMS] shift related items ADD A MUTATION TO SHIFT FORM Enables you to add a single mutation mix (add the DNA of another animal) to your Shapeshifter. This may change the outer appearance of the shapeshifter's animal form (e.g, if you have a wolf shifter and add eagle DNA, their animal form could be a wolf with eagle wings and markings. WHEN PURCHASING THIS, you must include a description of how the mutation will affect the character so the staff can approve it. For some helpful guidelines, see this post.500 CP ADD A MUTATION TO RETROMORPH 500 CP Enables you to add a single mutation mix (add the DNA of another animal) to your Retromorph. this does not affect your Retromorph's human form, only their natural animal form. This may change the outer appearance of the Retro. WHEN PURCHASING THIS, you must include a description of how the mutation will effect the character so the staff can approve it. SWITCH YOUR SHIFT Enables you to change the original shift of your character to another animal. Can only be done once per character. After your purchase is accepted, please remember to post that you are Switching a Shift in the Information Update thread!1,000 CP general items BASIC OUTFIT Includes 4 items that make up an outfit, including: shirt, jacket, shoes, pants. if you wanted, you could get 2 jackets, a pair of shoes and a pair of pants as long as your purchase does not exceed 4 outfit items. does not include accessories.75 CP ACCESSORIZED OUTFIT Includes the 4 items that make up an outfit, including: shirt, jacket, shoes, pants as well as 3 accessories like gloves, hats, scarves, whatever you'd like to pick. you may tack on extra accessories for 20 CP each. jewelry must be purchased separately.115 CP JEWELRY 30 CP Standard set price for one piece of jewelry of your choice (bracelet, 1 set of earrings, necklace, etc). HAIR DYE 50 CP For human forms only! if you want a character with dyed or colored hair, you only have to purchase this once. CUSTOM ITEMS / ACCESSORIES (SMALL) Purchase small custom items or accessories, for example journals, writing materials, cigarettes, bridle etc. Anything really as long as it is not considered a weapon. The base price is 50 CP, but it may vary depending on the rarity of the item. If you are unsure about the price of an item, you can refer to our list below or simply ask Mourge.50+ CP CUSTOM ITEMS / ACCESSORIES (LARGE) Purchase custom items or accessories that are larger, for example blankets, backpacks, walking stick, saddle etc. Anything really as long as it is not considered a weapon. The base price is 100 CP, but it may vary depending on the rarity of the item. If you are unsure about the price of an item, simply ask Mourge. 100+ CP CUSTOM TOOLBOX KIT 250+ CP Purchase a custom toolbox kit that includes 4 tools of your choosing. For each extra tool there is 20 CP charge. CUSTOM MEDIC'S KIT 200+ CP Purchase a custom medic's kit that includes 4 medical related items of your choosing (bandages, sutures, etc). For each extra medical item there is a 15 CP charge PET You can purchase any small DOMESTICATED animal for your character to have as a pet! If you want an undomesticated small animal as a pet (ie. owl, fox, mongoose) there is an added 115 CP fee. If you're unsure about what qualifies as "undomesticated" please ask Mourge.750+ CP ooc items PERSONALIZED GRAPHICS STUDIO 500 CP You can now get your own sub-board in the Graphics board, where members can either purchase (with CP transfer) or request graphics from you. You can make a small image to be put up in the board as well. CUSTOM TITLE 100 CP Add a custom title of your choice to your OOC account, underneath your rank BOLDED NAME 75 CP Bold your username, can be OOC or IC accounts ITALICIZED NAME 75 CP Italicize your username, can be OOC or IC accounts [PTab=SPECIAL PASSES] group passes ROGUE PASS If your character is currently a Ring or Retro group and you wish to become a Rogue, you MUST purchase this pass. This pass can be used if joining as a Rogue is banned, but it must be purchased prior to character creation and listed in the "Purchased Items" section of the application.950 CP SWITCH YOUR RING This enables you to switch Rings, however it is not taken lightly. The only reason you would not have to buy this pass is if you have an approved Spy plot that may require a character to switch Rings. See the Rules for more information.1,000 CP SPECIAL GROUP PASS 950 CP Enables a shifter to join a retro group, or vice versa. Note: if it is a shifter joining a retro group, they must mostly be in their animal forms. CREATE A CUSTOM KEEPER This pass allows you to create a customized Keeper character, instead of adopting one of the canon Keepers. After your purchase has been approved you can create an application for your Keeper, which is located here ! Please list the purchase of this Pass in the Keeper application when you post it. Remember to follow the guidelines posted in the Canon Keeper thread, including the job descriptions. When making a Custom Keeper, their jobs may include: Taskhand, Scientist, Lab Assistant, Security Officer, Psychologist, Observation/Technical Analyst. Custom Keepers may not be "Heads of" aka, the bosses.950 CP CREATE A CUSTOM ROGUE GROUP Allows you to create your own custom Rogue Group. For more information, please view the "Character Related Activities" category in the Rules, located under the "In Character" tab. Please fill out the form below (as well as the General Purchase form) when purchasing this pass!1,700 CP { CLICK FOR ROGUE GROUP FORM }Group Name: GROUP BOARD PASS - LEVEL 1 This Level 1 pass allows you to create your first board (of the allowed 3) for your custom Rogue Group. Must have an official rogue group to buy this pass, or be in the process of purchasing a group. The territory can only be located in either No Man's Land under The Grey Lands or in the Unexplored board in Retro Territory. The description of the territory is entirely up to you, however it must fit relatively within the theme of the already defined landscape surrounding it (e.g. no giant rivers where there aren't any in the Grey Lands). Please fill out the form below (as well as the General Purchase form) when purchasing this pass!5,000 CP { CLICK FOR GROUP BOARD FORM }GROUP BOARD - LEVEL 1
[b]GROUP BOARD - LEVEL 1[/b] GROUP BOARD PASS - LEVEL 2 This Level 2 pass allows you to create your second board (of the allowed 3) for your custom Rogue Group. This board will be a sub-board in your territory. You must already have purchased the Level 1 pass to buy this! The sub-board can be a more specific, defined area of the territory such as a leader's room or gathering place, etc. Please fill out the form below (as well as the General Purchase form) when purchasing this pass!2,500 CP { CLICK FOR GROUP BOARD FORM }GROUP BOARD - LEVEL 2
[b]GROUP BOARD - LEVEL 2[/b] GROUP BOARD PASS - LEVEL 3 This Level 3 pass allows you to create your third and final board (of the allowed 3) for your custom Rogue Group. This board will be a sub-board in your territory. You must already have purchased the Level 2 pass to buy this! The sub-board can be a more specific, defined area of the territory such as a leader's room or gathering place, etc. Please fill out the form below (as well as the General Purchase form) when purchasing this pass!2,500 CP { CLICK FOR GROUP BOARD FORM }GROUP BOARD - LEVEL 3
[b]GROUP BOARD - LEVEL 3[/b] character design passes ANTHRO CONVERSION PASS This essentially allows you to transform your existing Shifter or Retro into an Anthro. Please include a description in the purchase form of the mutations your character's new design as an Anthro. After the purchase is approved, you must repost your new Anthro's application in the Registration board (just copy&paste old info and add new info for mutations/a short blurb in the history about becoming an Anthro.) You can choose to roleplay it out in the Labs or skip it, etc. Can be Rogue, Fallen or Nakoma. Any current creation promos apply. The price isn't a typo. This is to ensure that if you're turning your Shifter or Retro into an anthro that we get all the information correct and change your character's species/group/rank! 1 CP BOD MOD PASS This enables you to modify your character's body in a specific way: ever wanted a cyborg character? Here's your chance! Well, they're not exactly full-on cyborgs, but this pass allows you to give your character a "robot" appendage: arms, legs, hands, feet, fingers, toes, even a robot eye. The robotic limb can apply to both forms, human and animal, if you wish. Each Bod Mod pass will allow you to add only one robotic part to your character. For example if I wanted a character with a robotic eye but also a robotic hand, I would have to buy 2 separate passes. The design is up to you, but technically speaking the robotic limb does not necessarily give your character innate strength, etc. For example a robotic hand may have a stronger grip and sustain a lot more damage but you won't be able to lift someone above your head and hurl them across a football field, etc. If your character has a robotic eye you won't get automatic targeting, etc. 5,000 CP EYE DESIGN PASS This pass enables your Shifter, Anthro, Retro or Virus character to have animal-like eyes (coloration, sclera, eyelids, pupil shape, etc) in their human form, and animal form if you wish. For example your Shifter could have thin cat-like pupils or even a second eyelid like a snake or alligator in their human form if you wanted. This does not give your character enhanced vision or special sight abilities. The eye designs must be loosely based on an existing animal's eye; a species name/picture isn't required but a picture would help us understand what you want! For example, I could use this pass to give my shifter eyes like this gecko: click me! Eyes cannot be unnatural colors--aka any colors that are not found in animals in nature. Eyes cannot "shift" in coloration/design, that is they cannot go back and forth between normal eyes and the new eye design.350 CP ALBINO COAT COLOR PASS Enables you to create a character with an albino colored shift form. Must be purchased PRIOR to character creation. A complete or partial absence of pigment due to the absence of melanin (which causes dark pigment). Often comes with visual defects, and they are more prone to skin damage/sunburn. Animals will find it difficult to camouflage themselves. 300 CP Fur/Scales/Feathers: White or pale, with a yellowish tint. Eyes: Pale. Often appear red or purplish (this is because the iris is so pale that the red vessels of the retina will be seen through the iris). LEUCISTIC COAT COLOR PASS Enables you to create a character with a leucistic colored shift form. Must be purchased PRIOR to character creation. Leucism is often confused with albinism. It is a reduction of pigment due to an absence of all types of skin pigment (not just melanin). Animals will find it difficult to camouflage themselves.300 CP Fur/Scales/Feathers: Very white, or pale skin in the case of reptiles/amphibians. Eyes: Usually dark/normal-colored, although often light blue in certain species. MELANISTIC COAT COLOR PASS Enables you to create a character with a melanistic colored shift form. Must be purchased PRIOR to character creation. Melanism is the opposite of albinism. It is an excess of dark-colored pigment (melanin) throughout the body.300 CP Fur/Scales/Feathers: Very dark brown or black tint. Eyes: Usually dark/normal-colored. PIED/PIEBALD COAT COLOR PASS Enables you to create a character with a pied/piebald colored shift form. Must be purchased PRIOR to character creation. Piebald coloration is a localized/incomplete form of leucism known as hypopigmentation. Quite common in certain species like horses and dogs.300 CP Fur/Scales/Feathers: Irregular patches of white, but otherwise normal coloring/markings. Eyes: Usually dark/normal-colored, although often light blue in certain species. ERYTHRISTIC COAT COLOR PASS Enables you to create a character with a erythristic colored shift form. Must be purchased PRIOR to character creation. Erythristic coat coloration is a reddish pigmentation caused by either an absence of normal pigment or an over-abundance of pigment (depending on the species).400 CP Fur/Scales/Feathers: Reddish, orange, or brown tint. However, there are variations and they can appear to be a very light - almost white - brown. Eyes: Usually dark/normal-colored. PSEUDO-MELANISTIC Enables you to create a character with a pseudo-melanistic colored shift form. Must be purchased PRIOR to character creation. Pseudo-melanism is characterized by certain areas having a high concentration of dark pigment (melanin), thereby making the animal appear melanistic.COAT COLOR PASS 400 CP Fur/Scales/Feathers: Large areas covered by dark spots or stripes over normal coloration. Eyes: Usually dark/normal-colored. breeding passes RESERVE A BABY NAME This pass enables you to reserve a name for an upcoming baby character! This pass can be "purchased" prior to buying the Breeding Pass for Shifters/Anthros; it may also be used for Retromorphs (which can breed without a Pass). To reserve a name for your upcoming child you must put down a deposit of 600 CP, which means we will take 600 CP from your account. If you are reserving for twins, you have to put down a deposit of 1200, or you can always split the cost with the other player.600 CP Once the breeding pass has been bought and the child has been born, remind us staff in the Redeem board and you will receive your full deposit back. There is no time limit for these reservations, but please only reserve a name if you are 100% sure you will be making the baby! And if at any time or for any reason you decide you want to change the name currently reserved, that can be done free of charge! Simply post in the Info Update. Please try to be sure on the name before you reserve it, though! Reserved names will be posted under your name in the Member & Character Directory as "BABY NAME (RESERVED)", as this is functioning as our Taken Names list now! Please fill out this simple form (along with the regular purchase form) when purchasing! If you purchase both the Breeding Pass and the Reserve a Baby Name, you can now also claim up to two Face Claims for your potential offspring. PLEASE do not claim face claims unless you are definitely going to make the child! { CLICK FOR RESERVATION CODE }[b]BABY NAME TO BE RESERVED, FIRST MIDDLE LAST (middle/last names are optional)[/b] - YOUR OOC NAME SHIFTER BREEDING PASS Allows two Shifter or Anthro characters to produce offspring. When posting, you must fill out the form provided below. Read the Breeding Rules in the Briefing board for more information. If you purchase both the Breeding Pass and the Reserve a Baby Name, you can now also reserve up to two Face Claims for your potential offspring. PLEASE do not reserve face claims unless you are definitely going to make the child!5,000 CP { CLICK FOR SHIFTER BREEDING PASS FORM }please fill this out ONLY when purchasing a Shifter Breeding Pass. For more information on Shifter Breeding, please see the Breeding Rules located in the Briefing Board!
[b]PLAYER NAMES:[/b] { CLICK FOR BABY FACE CLAIM FORM }please fill this out ONLY if you have purchased both the Shifter Breeding Pass and the Reserve a Baby Name. For more information on Shifter Breeding, please see the Breeding Rules located in the Briefing Board! RESERVING FACE CLAIM FOR BABY. CHARACTER NAME: [u][b]RESERVING FACE CLAIM FOR BABY.[/b][/u] SHIFTER BREEDING PASS (TWINS) 6,500 CP Allows two Shifter or Anthro characters to produce 2 offspring. When posting, you must fill out the form provided in the table above. Read the Breeding Rules in the Briefing board for more information HYBRID OFFSPRING (RETROS) 150 CP When breeding Retros, mix two species together to get a unique breed! Read the Breeding Rules in the Briefing board for more information. [PTab=SKILLS] basic skills vision Your vision is now increased dramatically - not only can you can see for miles and miles, but you are able to magnify objects close to you as well (such as examining specific details, like a grain of sand, a wound, or a troublesome lock). The world about you is crisp and clear, vibrant and colorful. Advanced sight comes in handy when you are a scout or hunter, heightening your ability to see the tiniest of shadows flicker way off in the distance. However, you are very sensitive to changes in light and can often be near blinded by staring too close to the sun. As you perfect your skill, in battle, your keen vision helps you observe people's muscle movement to help you gauge where they may strike next, though it is not always precise.175 CP scent Very, very handy for Scouts; scent enables you to track any living thing that you desire. Due to the increase in olfactory output, you are now able to see the dim outline of various scents and pick which one you wish to follow. Though most shifters already have a certain heightened sense of smell, it is nothing compared to this. You can tell where a person has been, what they were doing and even how long it's been since they showered (XD). If you hone your sense, you can even pick up a scent that has been stale for weeks, through rain and through weather, and even (for the persistent few) to pick up the scent of the oil that lingers in water). Even for the highly skilled, you won't always be able to follow a scent trail as the elements will more than likely wipe it away.175 CP hearing You are now able to hear supremely well - much like vision, scent and touch, your hearing is now amplified. You can hear sounds from long distances away, even better than when you are in your Shift form - Shifter's with Hearing can hear better than most animals can in the wild. This skill is difficult to handle at first, as most are surrounded with a constant barrage of sounds from miles and miles around until you learn to control what you hear. Not always perfect, as sound can be distorted and tricky to locate.175 CP touch This is a very powerful skill - with this, you are able to feel any vibration around you. For instance, if someone takes a single step, you instantly become aware of it by reading the vibrations that travel through the earth and are picked up by the soles of your feet. If there is someone approaching from miles away, you are able to pick up the sounds in the earth and swiftly get away or plan for attack. This mutation is especially helpful with those who are lacking in vision or blind altogether. Not always perfect and prone to interference. 275 CP speed Enables you to run faster than the average human, but not dramatically so - meaning you're not like a blur and can't run a mile in five seconds. Speed is a helpful skill but it can also lead to more damage in fights - if you are hit or impacted or fall at a higher speed there is a stronger likelihood of severe damage or injury - so be wary.225 CP agility You can move now with the slightest of ease; very light on your feet, almost as if you hardly touch the ground. You have superb balance and are capable of dodging frontal attacks, and due to the keen balance very adept at maneuvering at great heights, climbing trees, and using the landscape about you to your benefit as you are agile enough to work around large obstacles. Most likely to be seen in shifters of slender build and with an already agile animal. Does not actually increase your speed (how quickly you move/run) just sharpens your reactions.225 CP strength With increased strength, there is no real change in your musculature, it really comes from within the body. It becomes denser and your center of gravity solidifies and increases, giving your body the advancement in strength. You find yourself able to lift heavier objects (such as a human being itself) over your head and hurl them great distances, to pull extremely heavy objects with apparent ease. Your attacks become very powerful, punches now able to break bone if you succeed in landing a direct hit. If you build on your strength through training, you may even be able to break through cement walls or bend metal.325 CP Endurance Enables you to run, move, fight, etc for long periods of time or distances. Does not physically make you more powerful, it just gives you more energy. Keeps adrenaline and strength sustained even through injuries and fights, giving a slight advantage to enemies who would tire more easily. Especially useful for Medics with Healing who need to keep up their energy.325 CP mutation skills TELEPATHY Telepathy is just another extension of the senses - and with this handy extension, you are now able to converse with others through the channel of thought. However, it works one way. They cannot talk back directly to you, unless they have also mastered telepathy. However You are able to read thoughts, though briefly; and if you are extremely skilled with your new ability, you can even relive their memories and dreams. It is a very difficult ability to hone, as more often than not the voices shift and fade in and out if you do not learn to control the mutation. If one is not careful, it can quickly drive the lesser minds insane. Telepathy is not easily used on those with Empathy. Experienced Empaths are able to send a flurry of mixed signals, emotions and false thoughts out that can confuse and completely disorientate a Telepath trying to read their mind.700 CP POISON You can only purchase this item if your shift animal is venomous. Your body now produces its own toxic venom, amazingly, while still in human form. When you bite people, you inject them with vicious poison that CAN be lethal, though it is of a weaker strain. You can also now spit venom (to temporarily stun or blind your opponents).300 CP ELECTRICITY Static electricity is now your best friend - when before it gave you an uncomfortable shock it has now become a warmth that is familiar to your body. With the electrical mutation, you are now in command of the forms of electricity about you. You can produce your own by using the common idea of static electricity, though with this mutation it becomes a powerful surge of electricity that can knock a person of it's feet. When you become extremely skilled in managing your mutation, you can draw charged ions from the air, such as lightning or the electricity that other bodies produce, and use it to your own effect. You cannot control lightning, but you can direct it toward a desired target (Lightning it is not, however, a very effective weapon as it often misses and is beyond control). Once you have Electricity...you are eligible to purchase an EVOLUTION SKILL!375 CP RADIATION This mutation is perhaps one of the deadliest. Your body is now as toxic and deadly as the radiation leaks that have often times nearly destroyed our great planet. You are able to produce toxic radiation from your system - it comes in different forms for different shifters. Some; it may be a subtle glow of the skin, others, a leaking liquid, and for the lucky, there is no change in appearance at all. What the radiation mutation does is, basically, give your body the ability to regulate the flow of radiation from your body. You can poison people by touching them, make them suffer from crippling nausea and headaches that come on suddenly and swiftly after contact, nearly immobilizing them. For those who have just discovered their mutation - it is best to stay away from friends and loved ones, for you may unintentionally poison them. The shut off switch for the radiation flow comes with practice. Once you have Radiation...you are eligible to purchase an EVOLUTION SKILL!350 CP HEALING You are now able to heal your own wounds with adept skill and mental ability - you simple direct more energy to the wounded area and your wounds will generally heal faster. It does not normally exhaust your energy supply, though it may depending on how well trained you are or how large or complex the wound is. You are also able to heal a companion's or even a stranger's wound. It is a simple transfer of energy from your hands to their body, but be warned, this does exert more than the normal amount of energy required to heal. Healing is not always guaranteed to get you to 100% health in a jiffy, but it speeds up the process and smaller cuts and bruises are no problem for the advanced. Once you have healing...you are eligible to purchase an EVOLUTION SKILL!400 CP EMPATHY Empathy is a very powerful mutation skill - it is the ability to influence someone's emotions, though only through DIRECT contact (eg, touching, kissing, etc). You do not have direct control but it heavily confuses your opponent by bombarding them with conflicted emotions - anger, joy, sadness, and ultimately, you can convey a feeling of utter confusion and helplessness. You can also make them comply, perhaps more easily, to your wishes. It is not a surefire way to control them, but it definitely is not easy to combat. Empathy is useless against those with Telepathy.325 CP Once you have Empathy...you are eligible to purchase an EVOLUTION SKILL! SONIC You now have the ability to generate vocal sounds of a higher amplitude than a normal human; this can cause your opponents ears to ring and they may be disabled, can lead to permanent hearing damage. You can also produce concussive sounds that can severely damage your opponent, either by clapping your hands together, stomping, etc. It can be used to knock your opponents off their feet.400 CP WATER You are now able to breathe easily underwater, able to thrive off the dissolved oxygen in the water. It is unknown exactly how this transpires, but it is extremely helpful when escaping an enemy or hunting for food in the lakes, bay or rivers of the area.BREATHING 350 CP Wallcrawling Most commonly seen in Shifters with corresponding shift forms (lizards, spiders, ants etc) however it can be seen in other Shift forms as well. This enables you to climb walls in both forms, though not effectively in animal form. It takes some getting used to and time to build up the strength to keep stuck to the surface you're climbing. Good for a quick escape!325 CP Stealth The way you walk is now much more light and the sound around you has mysteriously gone down, as well as the natural sounds you make. Your footfalls have been put on mute, as well as your breath. This is good for scouts sneaking around an enemies territory or even a hunter sneaking up on its prey. This is good for going up against someone with a touch ability, although honed users might still feel you coming. Veil is the matching evolution skill.400 CP evolution skills Evolution skills are the next step up from certain mutation skills - you can only get an evolution skill if you have the previous Mutation skill to match it. In example, you can't buy telekinesis unless you have previously purchased telepathy. TELEKINESIS After you are already equipped with Telepathy, you are now able to hone and strengthen the ability to actually move objects with your mind. That is to say, you can't actually move living matter - only inanimate objects such as rocks, crates, metal, etc etc. Meaning you can't pick up and toss your enemy out the window.1500 CP DRAIN Drain is basically the opposite of healing - instead of being able to transfer only your energy into your opponents body, you are now able to drain their energy and leave them feeling winded, exhausted and weak with a single touch - notably it takes a few moments, but it can be accomplished through a handshake or a firm grip. You are still able to heal, but now you hold this very formidable skill.1450 CP CHEMPATHY Chempathy is the same as empathy, only you don't need any direct physical contact - instead, your body secretes the invisible chemical signals that enable you to influence others emotions from across the room or from a short distance, etc. The pheromones produced are much more potent than those in Empathy alone.1450 CP FLUX Flux is a skill that can be developed only if a Shifter, Retro or Anthro has attained Electricity. Flux enables you to magnetize metallic objects; thus it can be used to throw a metal weapon, retrieve a weapon that's been dropped, etc. Flux can also be used, once practice and extremely well developed, to put up a shield of magnetic fields around yourself to block an opponent's attack with a metal weapon. It can also, in strong bursts, knock and opponent off their feet and may cause them extreme nausea. The more you develop the skill, you will be able to magnetize and lift heavier and heavier objects. Human beings cannot be magnetized.1450 CP EXORADIATION Exoradiation is the evolution skill accompanied with Radiation. Exoradiation is basically the same as Radiation, except the damage inflicted appears wherever skin-to-skin contact is made. The victim's skin will start to decay, appearing as if the victim has been burned. The victim may also suffer from severe cramps, nausea, headaches, and may even lose vision if their facial region is infected. The longer the contact, the more severe the wound will be. The radiation inflicted will continue to spread on the victim until he or she has been healed. Only those who have developed this skill will give their victims and instantaneous burn/wound; for those who are still learning it takes a longer duration of contact.1450 CP VEIL Veil is an extremely useful skill; it enables a character to completely mask their scent. They can take on the scent of their environment and their natural scent will be erased and near untraceable. Those shifters experienced with Veil can even learn to copy the scents of other Rings and Groups, enabling them to blend into ranks and avoid detection. Veil also has strange effects; through intense concentration you are able to counteract someone's 'danger' sense, or that 'feeling you get when you're being watched'...basically, your presence isn't easily detected. You are difficult for trackers and telepaths alike to pinpoint. You're pretty much a ninja. 1450 CP [/PTabbedContent] tabbed table base code by Wormopolis, recoded by MOURGE of The Menagerie. Please do not copy! |