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The Space Cauldron

Captain

PostPosted: Wed Aug 02, 2017 7:22 pm


IC RP Items


IC RP Items are roleplay items that are meant to be used ICly during RP. They can be acquired in a variety of ways, including through shop events, quest fairies, or purchased through Crown Tokens. Once acquired, an IC RP Item can only belong to one character. They are non-transferable between players or characters, however a player or character may choose to use the item on someone other than themselves. More information about sharing items can be found with each RP Item type below.

There are several varieties of IC RP Items, including Single Use RP Items, Limited Time Event Items, and Permanent accessories. Single Use RP Items have a magical effect that can be used only once; after the magic is enacted, the item can be kept as a memento. These can be purchased at any time. Limited Time Event Items function in the same way as Single Use RP Items, however can only be acquired during specific time periods and are not available outside of that window. Permanent Accessories can be kept by a character permanently, but are harder to acquire and require a cooldown between uses. These are not personal items and so do not follow the rules for personal items; personal items cannot be used in battle but Permanent Accessories and Single Use RP Items can.

While these items will be distributed OOCly, they will need to be found ICly before they can be used (either in roleplay, a solo, or handwaved).

Upon first contact with the item, the character will have a brief vision of how to activate the magic as well as have a vague idea of what the item is capable of doing if you like! You are free to play that your character does not experience a vision/does not know what it can do if you would prefer!

Please make sure that you are utilizing the IC RP Item Log to keep track of your IC RP Items; if you claim or use any IC RP Items, please make sure that you have set up a post in this thread and that you are updating it accordingly!

While some items may be distributed by specific characters or given out during Player Events, these are not typically considered IC RP Items because they are usually designed as keepsakes or mementos without magical properties. If you have run a player run event where you requested to give out keepsake mementos of any kind and would like them included in this list as reference, please let us know! If you are interested in running an event and giving out items, please contact the shop mule, The Space Cauldron and we will be happy to go over possibilities and details so you can include these items in your event.
PostPosted: Sun Oct 14, 2018 7:33 pm


Single Use RP Items


Single Use RP Items have a single use of magic and can then be kept as mementos after they are used. Once the magic has been activated, the items will not have any more latent magic and can merely be kept as small trinkets. These items will allow your character extra benefits for a brief period of time. These items are not limited and can be freely acquired through events, quest fairies, and through purchase with Crown Tokens.

While these items are not intended for meta or event use, they are available for personal RP use (and if you would like to use them during an event, you should PM either the player running the event or the shop mule, The Space Cauldron, if it is a shop event!). To use the item you will need to update your post in the IC RP Item Log to keep track of your IC RP Items usage and link to the RP. You should use the IC RP Item log to claim or use any IC RP Items and update it regularly!

Single use IC RP Items cannot be given to another player or character, but ICly a character who has obtained one can choose to use it on someone other than themselves. In most instances they can be used on another PC or NPC character, but if the item does not translate in a straight forward manner, please PM The Space Cauldron to double check before use!

Current IC RP Items that can be won or purchased from the shop include:


  • Crystal Flower - A small, crystal flower. It can be found growing on homeworlds or wonders, in the cracks of Mirrorspace, or in the remains within the Dark Kingdom. The crystal flowers can look like any flowers found on Earth. The stem of the flower ends in a little point and to activate the magic, the character must p***k themselves with that point. Their blood will flow up the stem and the flower petals will turn a vibrant red color before glowing faintly. The crystal immediately imbues the character with double their normal strength, speed, and hardiness for the next twenty four hours. If the flower is used while powered, the abilities still carry on to the civilian side. Once the magic fades, the flower glow does as well. The flower does not have to be kept on the person for them to feel the magic’s bonus. The flower petals will remain blood red after use and the flower can be kept as a memento.

  • Pearlescent Bead - A seemingly normal looking pearl that is always cool to the touch. It can be found discarded on Homeworlds, Wonders, Mirrorspace, and the Dark Kingdom. To use this item, a character must throw it hard at the ground. The pearl will not break, but upon impact will explode into a painless, odorless, pearly white smoke at the character's feet. This smoke has the ability to restore all energy immediately. It can fully restore all senshi magic, all knight magic, of all Negaverse abilities, except for fourth stage magic. It can be used to revive all drained energy and is even strong enough to revive someone from death through magical defibrillation. While it won’t heal injuries, it will give someone enough energy to stay alive for a bit longer. The effects will only work on the one person the smoke surrounds and touches. The smoke cannot be blow away from the person it surrounds. After the smoke clears, the bead can be kept as a memento.

  • Golden Vial - A vial, roughly the size of a finger, filled with slow moving golden liquid. The vial will always be in an unmarked pouch of any color or fabric and can be found discarded or hidden on Homeworlds or Wonders, within the depths of Mirrorspace, or within the Dark Kingdom. To use this item, you must uncork the top and drink the full dose at once. Splitting the dose will yield no effects. The golden liquid tastes sweet, but has no identifiable flavor. Once emptied, the vial will heat up and the glass will appear covered with a dozen cosmetic golden hairline fracture; the vial is not damaged in this process. Drinking this liquid guarantees that you will have some memory from your most recent past life, regardless of your affiliation or faction. Even civilian characters will have a short memory of their past life. Only one memory may be recovered clearly, but that night you may also have vague dreams of up to three other partial memories. Mauvians can also use this but should not have memories on Mau; youma can use this item but the memories they receive should be them as a human in their most recent life. The vial can be kept as a memento.

  • Foggy Gem - A gem, half the size of your palm or smaller, and capable of appearing in many colors or shapes. A strange mist seems to swirl inside of it. It can be found discarded on Homeworlds, Wonders, Mirrorspace, and the Dark Kingdom. To use this item, you must press it over your heart. The fog will crystalize into a golden lightning shape mark within the gem. Once it has crystallized, the you will find yourself in a dream like haze, facing an ancestor of their bloodline. This person can either have been powered or unpowered, and can be an ancestor from this life or a past life. Any ancestor can appear, though their starseed must be currently in the Cauldron. The ancestor will appear for a short, personal conversation. No canon information or anything about the war or the Cauldron may be discussed. After ten minutes have passed, the haze will lift and you will feel as though you have just awakened from a dream. Once used, the gem may be kept as a memento.

  • Cracked Bone - A small piece of bone from some creature you think isn’t human. The bone looks like a miniature human femur and is roughly the size of a finger. It is faded yellow and has a crack down the middle. It can be found discarded on Homeworlds, Wonders, Mirrorspace, and the Dark Kingdom. To use this item, you must snap the bone completely in two. The bone will immediately emit a faint purple, odorless gas, glow and then bind itself back together - whole. This gas, if inhaled, has the ability to heal any and all physical injuries, including life threatening ones. It can replace missing limbs, restore lost blood, mend bones, and regrow organs. The effects cannot be divided. Only one character must inhale the majority of the smoke to feel the full power. It is not a painless action but comes with a magical painkiller to alleviate some of the pain. Depending on the injuries, the magic can take upwards of five minutes to completely heal, but can work quicker depending on how extreme the injury is. Once the magic has faded, the bone may be kept as a memento.

  • Trick Coin - A small, gold coin no bigger than a silver dollar. It can be found growing on Homeworlds or Wonders, in the cracks of Mirrorspace, or in the remains within the Dark Kingdom. Both sides of the coin bare the same silhouetted face, though no facial features are present. To use this item, the character must flip the coin into the air. The coin will land in their outstretched hand and will begin a glowing softly. The coin will continue to glow for the next twenty four hours. During that time, the character will find their luck has increased drastically! Only good things will happen to them for the next 24 hours, both as a civilian and powered. During this lucky day, the odds are perpetually stacked in their favor. In battle, they will find it easier to dodge and land hits, and in their civilian life the odds for what they are capable of are nearly limitless. You might not win the full lottery, but you might win big on a few scratch offs! After twenty four hours, the glow will fade and the coin may be kept as a memento.

  • Timeless Apple - Appears like a normal apple, though its surface seems to glitter. There is no telling how old it is, but it is still fresh. It can be found growing on a small vine on Homeworlds, Wonders, Mirrorspace and the Dark Kingdom. To use this item, the character must take a single bite of any size. Immediately after they chew and swallow, the uneaten apple will glow gold for a few seconds and then become petrified. It will be heavier now than before and would make a good paperweight. The character will feel twice as heavy and as if they are trying to move through tar. At the same time the apple gains weight, the character will feel as though they have been slightly weighted down as well. They will find that their body is more resistance to all forms of attacks. Physical blows lose half their power, and magic is extremely dampened. Attacks with weapons won't even break the skin. The effects last twenty four hours and will remain if the character is in civilian form or powered. The apple does not have to be kept on the person for them to feel the magic’s bonus. Once the magic fades, the apple's glow does as well. The petrified apple will retain its beautiful luster and weight, and can be kept as a memento.

  • Tigerstriped Feather - A feather roughly the size of an adult human hand, it seems to be from some unidentifiable avian creature. It can be found forgotten on Homeworlds, Wonders, in the depths of Mirrorspace and the Dark Kingdom. To use this item, the feather must be held over the user’s eyes. Once in place, the feather will flash a golden yellow then return to normal. When the feather is removed, the holder will find they have been transported to the location related to them (Senshi to their Homeworld, Knights to their Wonder, Dark Mirror Senshi to Mirrorspace, Corrupts and Negaverse Agents to the Dark Kingdom). The feather gives the user one additional trip to the location without draining them of the energy needed to get there or get back. It also allows first stage chaos players the ability to travel once without assistance. Mauvians can be teleported to their bonded Senshi's homeworld or the Mauvian Headquarters in Destiny City, and youma can teleport directly to any location in the Rift. The feather provides round trip transportation, and once the character is back in Destiny City it loses all magical ability. It can be kept as a memento.

  • Glistening Mirror - A palm-sized mirror with a smooth silver backing. It can be found discarded on Homeworlds, Wonders, Mirrorspace, and the Dark Kingdom. To use this item, you must snap it in half. It will break evenly in two pieces. For the next twelve hours, each mirror piece will function as a spying glass; the mirror will not reflect whatever is in front of it but rather, whatever is reflected in its other half. This is useful for spying or investigating dangerous locations before entering them. The magic will begin to fade at the twelve hour mark and, within the hour, before the image fades in both mirrors. If the pieces are reunited after the magic ends, they will magically seal together again. There will be a permanent silver crack in the mirror and sometimes a faint light may seem to glisten in the mirror. It can be kept as a memento, but it cannot be used again.

  • Black Shard – A small, reflective black shard about the size of a finger. Snapping this shard in two pieces releases a black plume that, when inhaled, causes a hallucination that reflects someone’s innermost darkness. It will affect only one person, and the hallucination will last for up to half an hour before it fades. The hallucination is only as powerful as the mind lets it be; it cannot hurt anyone or do any damage, but the user may be under the impression that it can during the hallucination. The hallucination shows them the darkest part of themselves, either as they see themselves or as others see themselves. It is mean to be a tool of reflection Once the magic wears out, it will appear like a translucent smoky quartz crystal, though it may appear as though the black smoke inside occasionally shifts about; it is a reflection of the darkness inside of everyone. It may be kept as a memento.

  • Pastel Crystal – A crystal shaped in various forms, most often a lotus, but will always be just a bit smaller than a golfball. They can be any color or mix of colors, though they always appear in pastels. It looks far from threatening, but placing the crystal to the users lips will allow them to absorb the energy contained within. The crystal immediately crystallizes a part of the body for up to an hour. No more than 20% of the body should be crystallized at one time. It grants the user a boost in energy, not unlike a starseed, but has no negative effects sans crystallization. During this time, the crystallized body part will be numb and have increased durability, however extreme pressure can cause the entire crystal to shatter. If the crystal is shattered, the limb is immediately lost and the user will feel as though they have broken a bone. After the magic fades, so too does the extra energy, and all crystallized body parts return to normal unless the player wants to have a pale scar remain either temporarily or permanently, where the crystallization occurred; if a limb was broken off, it will not return. There are no additional side effects after the hour passes. The pastel crystal will seem like a pretty glass figurine afterwards and can be kept as a memento.

  • Smoke Bomb Suppressor - A golf ball sized smoke bomb contained in a decorative bag.
    When thrown against the ground the smoke bomb releases a transparent, odorless smoke that cannot be avoided. The smoke affects everyone within fifteen feet of where it was thrown and suppresses all magic for sixty seconds. It prevents all Senshi and Knight Magic, all teleportation, all summoning weapons--you still have the physical boost of your rank but any additional magical abilities cannot be accessed if you inhaled any smoke. After sixty seconds, the smoke fades and magical abilities return. This item must be approved for use in any event or ORP. Only one use per smoke bomb suppressor, but the tiny decorative bag can be kept as a memento.

  • Distortion Mirror - A decorative, handheld mirror.
    When activated, the mirror distorts the energy signature of everyone within one hundred feet for sixty seconds. Everyone visibly appears the same, but all energy signatures are severely warped and reflected as something else. Your energy can only warp to a faction with a rank equivalent to your own; for example, a Knight’s energy signature may register as a Dark Mirror Senshi because they have the same number of ranks. However, an Order Mauvian could only reflect as a Chaos Mauvian because they do not have any other equivalent ranked factions to mimic. Your rank will always be the same; a second stage will always reflect as a second stage, however it would be possible for a Super Chibi Senshi to feel like an Ascended Super. This item must be approved for use in any event or ORP. After sixty seconds, the mirror is simply a handheld mirror but can be kept as a memento.

  • Shadow Gem - A strange black gem with a beautiful luster; it is roughly half the size of someone's palm.
    When rubbed, this stone casts a complete shadow in a fifty foot radius for sixty seconds. No light, magical or natural, seems to be able to dispel the darkness. Energy signatures can be felt but nothing can be seen. When the magic ends, the darkness seems to be absorbed back into the gem. This item must be approved for use in any event or ORP. Each gem has only one use; afterwards, it simply a beautiful memento.

  • Bag of Starshine - Within a small, decorative bag is a handful of ruby red sand that shimmers like starlight.
    When the user gathers the sand in their hand and hurls it at their feet, shimmering stars rupture around them and lift them slightly off the ground. The user can focus on any location within fifty feet and, like a shooting star, will glide almost instantly across a sparkling bridge to their chosen location. The sand disappears on impact and there is not enough for a second trip. This item must be approved for use in any event or ORP. While the sand disappears, the tiny decorative bag can be kept as a memento.

  • Box of Tangy Spices - A small, wooden box full of dried, tangy spices.
    When inhaled on ingested the spices induce a sense of relaxation that makes you more prone to spill secrets or speak freely. This cannot be used on someone without their OOC permission and you cannot force a character to give you information their player is not comfortable giving. Regardless of if the spices are ingested or if someone merely catches a whiff of them, the effects will only lasts for an hour. These spices can be used on a group of up to five people but can only ever be used once. If the spices were only inhaled, after the magic fades the spices will turn to dust and disappear. After the magic has ended, all the remains is the little wooden box. It has no magical properties, but it's a nice memento!

  • Moon Hologram - A palm sized storage drive that looks like a compact; it has a single button on the side that displays a small hologram recorded during the Silver Millennium. The crest of the moon is carved into the button.
    This palm sized data drive stores an individual hologram message recorded by the Moon Kingdom, most commonly Queen Serenity. By pressing the little button on the side, the message will play. These data drives record a variety of information, including information on locations on the moon, political happenings, general moon information, or private messages. Upon acquiring this item, players may request a theme for their message or ask for specific information about a specific topic; while some data will be restricted for meta purposes, the staff will try to accommodate. To use, the mule must be messaged with information about which character is finding the data drive and what information you would like for them to acquire; the mule will reply with a written log of the compact's message that can be used ICly. A character from any faction may find a data drive. Each drive only has one message recorded, however it seems to run off of an undying battery and the message can be replayed as many times as the character wishes.

  • Memory’s Film - A cartridge with enough film to take a single photo.
    This item can only be used in conjunction with the permanent item, the Timeless Camera. When this item is in range of the Timeless Camera, a slot on the camera will pop open on the camera and the cartridge can be inserted. If strong emotions related to you or a past life is present in that area, the next picture taken will not be of the scene before you, but of the past. This works for both civilian and powered memories and will most frequently resonate while on planets and wonders. In the picture, ruins can become pristine and new and the world will be captured as it was in the past. Mysterious individuals, familiar or new, will appear in a scene that lasts from thirty seconds to a minute. The memory in the photo does not need to have been unlocked to capture it. The photo should depict something personal and not meta related; the photo will keep and will continue to replay the scene unless it is damaged in any way.

    If you are even remotely concerned that the memory you wish to capture may be questionable, please contact The Space Cauldron with a rough idea of the scene you wish to capture so we can approve it for you!

  • Satin Ribbon - A beautiful piece of satin with a deep red color and a bright sheen.
    This ribbon is perfect as a bookmark, hair accessory or for jewelry. While it seems ordinary on its own, if you have the ribbon in your possession and come close to someone that you are destined to have a connection with, be it good or bad, a thin red string will automatically appear between the two of you, visible only to you and that person. The string will remain visible for up to three hours after it first forms and, no matter how close or far away you two are it will always adjust size to keep you connected. Once the magic ends, the red line fades from sight. The magic can only be used once, but the ribbon remains as as memento!

  • Timeworn Record - A handheld box with a small, wax-like cylinder inside.
    The handheld box can be made of nearly any material and have any design; inside is a wax-like cylinder, however there may be varying degrees of technology to enhance this. A little knob must be wound and will click when ready to be released. Upon release, an ancient song will play; depending on player choice the music will either be somewhat smothered or completely clear but no matter what it will be a traditional song from their past life's homeworld. This song can be played as many times as the character likes, but once per day they can enact a magic that makes them feel as though they are sitting before a live band back when their homeworld was at its prime. If they close their eyes they can smell the air, feel the temperature, and listen to the music. It has a distinct impression of being home. Any guests listening to the music while the magic is active may not feel it as strongly unless they had a close bond with the user in their past lives.

  • Rewind Charm - A decorative, palm sized, circular charm with an engraved button in the center.
    This intricately carved charm seems to have been designed so that the user could fiddle with it; parts of it twist and shift though there doesn’t seem to be any particular purpose for this aside from entertainment. When the Rewind Charm is pointed at an inanimate object and the button pressed, it has the can ‘rewind’ the object back to a previous state in time. It cannot break an item down into components but it can restore it from significant damage. It cannot fix large building structures, however it can repair large objects, such as statues. This can be used on an item on Earth or on Homeworlds. It can be used in Mirrorspace and Negaspace as well, however you may need staff permission to determine what can be restored in Chaos oriented locations. This item can be used once before the magic is expired, at which point in time it can be kept as a neat memento! This item can be used freely in one on one roleplays but please speak to the host of any shop or player run event to confirm that you can use this item during their event!

  • Bottled Wisp - A small wisp in a bottle.
    Release the Wisp from the bottle. The wisp will lead the user towards an undisclosed location and reveal to them a vision of the past. This vision is vivid and allows the user to relive a single memory as you are transported into the body of your former life. During this time the user will feel, taste and smell everything but they will not possess the ability to control the body they're in. The user will be moved against their will and anything that happens during this memory will feel as though is happening to the user. When this memory subsides the user will be unharmed, but what they experienced will remain. After the magic has expired the bottle can be kept as a memento.

  • Gilded Invitation - An aged invitation in startlingly pristine condition. The text is unreadable but it looks like an invitation to an important event.
    This invitation may have been for an event long past, but the residual magical energy in the card has the ability to amplify someone's ability to transport a guest with them at no cost to their energy. It will allow a free +1 for any method of teleportation that drains energy when brought with a guest; this means that a new Negaverse Captain may be able to teleport with a guest for one trip, or a Senshi may be able to visit their homeworld and any stage with a guest at no cost of their own energy. Characters taking a group of people can bring one more than the usual max allowed. Each Invitation has only one use. Afterwards, the text on the card melts away; it is still a beautiful card and can be kept as a memento.

  • Cracked Pocket Watch - An antique pocket watch with a crack in the glass, and the faded symbol of Pluto pressed into the metal.
    Miraculously, this pocket watch continues to tick despite its apparent age. It seems impossible to open and tinker with, and it functions as a normal pocket watch until a button on the side is pressed. At that point in time, the user will be transported two minutes back in time; they will have the knowledge of the potential future if they follow the same course of actions. This can only be used in one on one plots, or events where players have permission. Only one person can be transported, and they will be sent into themselves two minutes ago, only with their consciousness and experience of the future. The magic only works once, and after the magic expires, the pocket watch will continue to keep track of time and can be kept as a memento.

  • Seed of Growth - A small cloth bundle, tied off with a delicate ribbon. It appears ancient, but is still holding together despite its age.
    This odd little bundle feels as if it is filled with dirt and seeds but it is impossible to identify anything inside. If the contents are buried in dirt, be it sand or soil, it will cause an immediate burst of growth in plant life in a three foot circle around it. Burying it in Destiny City will cause ordinary, seasonally-appropriate (if exceptionally hardy) plants to grow, but if it is planted in soil in any sort of magically-charged place—a Homeworld, Wonder, the Rift or Negaspace, or in Mirrorspace—the plants that grow will be strange and magical, reflecting the location in which it is planted. These may be flowers or crops, but not trees; the seeds are not enough to be sustainable in the long run, but with plot approval, a certain type of plant can continue to grow and be harvested in the area; players need only contact the Space Cauldron to outline what they are hoping for. The cloth bundle can be kept as a memento.

  • Glass Magnet - A strange, magnetic rod about six inches long.
    This magnet is an anomaly because it appears to be glass, albeit more resilient, and is clearly magnetic. It can be used once to drain the energy from a target and redirect it into the wielder. The amount of energy taken is always less than the amount of energy absorbed, and players can determine how much they want their character to be drained. It is strong enough to knock out a character if both players consent. The energy can only be redirected to the wielder of the magnet. As the energy passes from the target to the wielder, the inside of the glass will appear as though it has been struck by black lightning, with an oil slick sheen to it. This shape will remain in the magnet and can be kept as a memento.

  • Broken Dagger — A fragment of an obsidian blade set in an ornate tungsten hilt. Centuries of exposure to the elements has completely blunted its edge.
    It can be found anywhere in the Dark Kingdom or Destiny City. To activate its latent magic, the character must offer the hilt to a youma. Doing so will compel the youma to obey the character's basic commands for the next five minutes, regardless of the character's rank or affiliation. This item will not work on greater youma. Permission must be obtained for this item to work on event youma or personal youma. Once the time concludes, the blade disintegrates, leaving behind the tungsten hilt.
      The Broken Dagger was originally suggested by Strickenized and have been released as an item for the shop thanks to him!

  • Charming Essential Oil - A small glass vial of pleasant smelling essential oil.
    This tiny vial of essential oil has enough liquid in it for a single use. The glass vial can come in an array of colors but the liquid inside is always clear. It has a familiar, soothing smell that cannot quite be described but is well-liked by any who encounter it. The liquid can be applied to skin or worn fabric and can somewhat soothe the wearer, but anyone within a five foot radius may find themselves feeling more amiable and friendly. It cannot force friendliness, but it can cool tempers and make it easier to find the wearer more charming. The effects last for about half an hour at a time before the magic wears off. The glass vial will always smell faintly of the oil after long after the magical effects have faded; it can be kept as a memento.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Mon Oct 07, 2019 7:31 pm


Limited Edition IC RP Items


Limited Edition IC RP Items have a single use of magic and can then be kept as mementos after they are used. Once the magic has been activated, the items will not have any more latent magic and can merely be kept as small trinkets. These items will allow your character extra benefits for a brief period of time. These items can only be acquired during specific events and are not available for purchase or winning outside of special events.

While these items are not intended for meta or event use, they are available for personal RP use (and if you would like to use them during an event, you should PM either the player running the event or the shop mule, The Space Cauldron, if it is a shop event!). To use the item you will need to update your post in the IC RP Item Log to keep track of your IC RP Items usage and link to the RP. You should use the IC RP Item log to claim or use any IC RP Items and update it regularly!

Limited Edition IC RP Items cannot be given to another player or character, but ICly a character who has obtained one can choose to use it on someone other than themselves. In most instances they can be used on another PC or NPC character, but if the item does not translate in a straight forward manner, please PM The Space Cauldron to double check before use!

Current Limited Edition RP Items that could be won or purchased from the shop include:


Halloween Items: October 14th - November 10th 2018


  • Pouch of Candy Bones - Somehow or another, you stumble across a velvet, black pouch with colorful designs of skulls and bones patterned on it. Inside, you find a small collection of bone-shaped candy, sweet in both smell and taste. As you start eating, you're compelled to finish it off and once entirely consumed, the candy puts you in an ethereal state that leaves you only semi-corporeal. Not only do you look the part of a ghost (as in, you're semi-translucent) but you are able to float up to three feet above the ground. This state lasts for up to three hours and requires all of the candy to be consumed or the effect will not work. After consumed, you are left with the decorative pouch - hey, it's big enough to hold leftover Halloween candy in, at least!

  • Ornate Glass Bottle - An antique looking bottle with a worn out, faded label on the front. Although it is peeling, you can barely make out the label's writing... which does you no good because the words are in some foreign language you can't seem to decipher. The contents inside are murky and brown but with a strange, almost tantalizing scent that wafts from the bottle when you uncork it. If you're brave enough to consume the contents, falling asleep will produce not only a deep sleep but 1-2 dreams of a very realistic scene. These scene(s) imply it's a premonition of something to come - maybe it's a death of a loved one? a heartbreak in your future? your own death? - and when you awaken, you have a dreadful feeling about it as you recollect the dream. It's up to you whether or not you believe it's part of your future... but you may want to be careful, just in case. The entire bottle must be consumed for the effect to work and after it has been finished off, you are left with the mysterious, yet oddly pretty glass bottle as a keepsake.

  • Black Candle - An ordinary, small candle but distinctly black in color, both in wax and wick. Once lit, the flame is quick to grow from orange to black - and with the color comes an array of spooky paranormal shadows displayed across the room for anyone who notices. The longer the candle burns, the more sinister the shadows get, along with quiet, menacing whispers that reveal deep, dark secrets that you've never told anyone else. The candle burns for up to three hours or until the flame is blown out. The candle will not relight, no matter how hard you try, but you're left with the remains of the waxy trinket to keep for nostalgia... since, surely, you want to remember the sinister evening in question, right?

  • Rusty Locket - A rusty looking locket, the charm closed together by part of the rust. When cleaned and opened, the spirit of a sad, heartbroken ghost with an equally heartbreaking story accompanies you over the course of the evening. While no one else seems to be able to see or hear this spirit but you, you are able to converse with the sad ghost or choose to ignore them. As dawn arrives, the ghost disappears. No matter how many times you try to polish the locket or open the charm, the ghost never returns. At least you have a pretty memento to carry around now.

  • Paper Mask -This odd paper mask has no known origin - it simply showed up, one day, where you happened to find it. It doesn't seem to do anything other than make the wearer look silly if tried on while in a powered state, but when put on as a civilian, the mask attaches itself to the wearer's face and alters the owner's appearance. For twelve hours, the wearer's identity becomes that of a stranger's - you've taken on the appearance of someone no one, including yourself, recognizes. After the twelfth hour, the mask flutters to the ground, detaching itself from you - leaving you fading back to your normal, "ordinary" self. You cannot power up while you are wearing the mask, and there is no way to remove the mask prior to the twelve hours, so you may want to be careful about trying on decorations of unknown origin. After your adventure of walking in a stranger's shoes, you are left with the strange paper mask, though it seems to have lost its magic. Note: This item can only be used by civilians; it will be useless for Mauvians, Half-Youma, and Youma!


Winter Holiday Items: December 10th 2018 - January 10th 2019


  • Snowball Pendant - A round, white gemstone that resembles a perfect snowball and glistens in the slightest light
    The snowball pendant hangs from a glistening silver chain. You can easily detach it and hurl it at something or someone to encase them in a thick layer of ice for up to three minutes. The ice is chilly to the touch but isn't cold enough to do any damage, and if used on a human or living target will only encase them from the neck down. This can only be used while in civilian form and cannot be used while the wearer is powered up but it can be used against any opponent your civilian is facing. Once the five minutes is up, the ice melts and disappears in a magical breeze, only for the pendant to return to the chain. It is still beautiful, however no longer has any magical properties and will function as a normal crystal pendant if thrown again. It might not have any magic, but it's a nice memento!

  • Snowglobe - A magical snowglobe of a strange, unfamiliar town.
    Shaking the snowglobe transports you and up to one other person of your choosing into a magical realm that looks strangely like the unfamiliar town. You can leave if you like, but this is a one time visit that should last no longer than 12 hours. All of the homes in the town are open/free to explore, but you cannot take anything that you find in this realm home with you and there doesn't seem to be anyone here when you arrive. There's something immensely therapeutic about the snowy realm; you find peace and quiet wherever you go and when you come out no time has passed in the real world.This could be such a great way to accomplish tasks if you could take them with you, but try as you may you cannot return to the snow world after the first trip. You can keep the snowglobe as a reminder, however!

  • Snuggly Scarf - A magical scarf that makes you feel warm and whole.
    Wearing this scarf brings insurmountable level of comfort and reassurance and gives you the boost you need 'to get through anything'. It feels like you have all the luck and support on your side, and if you happen to snuggle it up close to your ears you hear the comforting words of someone you care for, living or dead, whispering soft reassurances. This magic lasts for only a day and only affects one person. After twenty-four hours has passed all that remains is a normal, every day, snuggly scarf.

  • Memory Chest An empty, decorative chest.
    This chest, upon first glance, is empty. It would be a great place to store linens or keepsakes, and maybe that's what someone used it for at one point. The next time you open the chest after taking it home you find an item that was once lost. It could be something of yours, or something once belonging to someone else-- nothing stolen, of course, but something that you thought was lost forever. This something should not be alive, but it can be something that you thought (or were certain) was destroyed, only to now be returned to you in good condition. Afterwards the chest is merely an empty, decorative chest once more-- and hey, you've got your item too!

  • Fairy's Call* - A little music box that plays a tune you remember hearing during the ball and a small army of soldiers appear. They are ghostly and will swarm any target for the duration of the tune (which plays for approximately three minutes). These soldiers are solid and 'feel' like they can do real damage, but as the tune fades, so do the soldiers and any damage they might have incurred. Good for a distraction/quick getaway. The target only needs to hear the tune begin; the user can run away with the music box so they can keep it as a memento. It will play the same song but it is nothing more than a music box now. This item can be used while powered! If you are in a time of need, it will summon itself to you and will disappear as soon as the song ends!

    *This item is only obtainable if you were notified as a top winner in the Holiday ORP thread


Destiny City Star Festival: June 15th - July 20th 2019


  • Glass Wind Chime - Multicolored glass shards carefully tied together dangle from an ornate metal hanger.
    Sometimes when the wind blows and you hear the laughter of someone you miss; the first time you hear this, it reminds you of a time in your life when you were happy and at peace. It immediately relaxes and refreshes you. The wind chime will only have a magical effect once. Afterwards, it will simply function as a lovely wind chime. It might not have any magic, but it's a nice memento!

  • Colorful Sparkler - A sparkler that appears ordinary at first glance and has a dark wooden base and a colorful tip.
    When lit, the sparkler can light up a moderately sized room as if it is daylight. The sparkler cannot catch anything on fire and occasionally shoots out harmless, colorful little bursts of light that mimics a small firework. The sparkler is completely silent and once it extinguishes it exposes a beautiful golden core. The core always takes a unique shape; whatever material it is seems to coil and melt from the internal heat of the sparkler. It does not have any magical properties afterwards, but the core can be fastened into a charm and kept as a memento!

  • Cool Sunglasses - Incredibly fashionable sunglasses that seem like they could match any outfit.
    While they serve as a functionable fashion accessory in most cases, they also have the magical ability to help locate something that has been lost or something you are currently looking for. This ability will only work once and can only be used to locate an object. (If you would like to use the sunglasses to find something else, please PM The Space Cauldron so we can work out the plot with you! A sparkling trail will appear before you while the magic is activated; it will guide you to the object you are seeking and will then extinguish once you reach it. Once the object is found, the glasses will not reactivate to help you locate anything again in the future. While they no longer have any magical properties, the sunglasses are still comfortable and useful and can be kept as a memento!

  • Mermaid Necklace - A hand carved pendant of varying shades of cool colors carved in the shape of a mermaid dangles from a silver chain.
    The gem is beautiful and catches the light, but when the magic is activated the necklace allows the wearer to effortlessly breathe underwater for up to an hour. The sensation is strange but the wearer simply needs to continue breathing through their nose or mouth and will find that they always have enough air in their lungs. After an hour they will need to resurface and the magic will have faded from the necklace. It cannot be reactivated, but the necklace can be kept as a neat memento!

  • Star Gem* - A small star shaped gemstone the size of a marble.
    This gem is an oddity on its own and never seems to have any sort of temperature, weight, or noticeable texture. While strange, it does not seem to have any particular magical properties unless used in battle. If squeezed in battle, it will summon the image of a familiar guide, who will appear as a pale, androgynous adolescent in flowing pearlescent clothing and will then fly at your opponent and dazzle/stun them for 15 seconds. This item can only be used once, after which it can be kept as a memento.

    *This item is only obtainable if you were notified as a top winner in the Stargazing CYOA thread


Halloween Items: October 8th - November 14th 2019


  • Embroidered Pumpkin Pouch - A small, velvet bag with a detailed pumpkin embroidered onto it. It is filled with eight dried pumpkin seeds.
    The pumpkin seeds cannot be ingested; they are too hard to chew and completely tasteless. However, when hurled at the ground, the seeds will immediately sprout small vines and each seed will grow into a two foot wide pumpkin. Each pumpkin seems possessed; they will drag themselves or use their vines for mobility and will charge at the nearest threat. They are incapable of sentient thought and operate purely on instinct, swarming to attack the threat closest to the caster. They have the durability of a normal pumpkin and can survive for 45 seconds unless they are destroyed before the magic ends. Upon their destruction or end of magic, the pumpkins melt into a putrid liquid; the smell remains in the air for up to half an hour afterwards and may cling to a character for longer if desired. After the magic has ended, all the remains is the little velvet bag. It has no magical properties, but it's a nice memento!

  • Spider Thread - A small dowel with a bit of sticky white thread clinging to it.
    When the dowel and thread are thrown into the air, the thread magically unwinds and laces together to create a large, sticky web that traps anyone and anything within its thirty foot diameter. The web is powerful and unbreakable for a minimum of fifteen minutes, but up to a few hours at player discretion; it can be used to trap people, catch things, or even hold things together. After the duration runs out, it loses its tackiness and turns to dust. It is difficult to attack someone you have trapped without getting trapped in the web yourself; in addition to being incredibly strong and tacky enough to stick all weapons to it, it also seems to absorb magical attacks. This item can be used once; once the web has been cast, the little dowel will return to the user's hand, in the form of a shimmering, glassy little rod that looks like it has a web etched into it. It has no magical properties, but it's a nice memento!

  • Skeleton Key - A small metal skeleton that looks as though it was run over by a crude steam roller and cut into the vaguest of key like shapes.
    When presented with any lock you cannot seem to open, the key will glow softly and reform into the key that you need. While this key can be used in any personal plot, please make sure to ask for permission before trying to use it during a meta or any player run event. The key can be used to unlock any one lock, and after the magic is spent, the key goes back to its old shape and can be kept as a memento!

  • Super Hero’s Mask - A one-size-fits all mask that comes in an assortment of styles.
    This civilian only item grants the wearer a single boost for five minutes. Each color provides a different boost: Blue has double jumping range, Red has double running speed, Black has double strength, Yellow has ultra hearing for anything within a hundred foot range, Green has X-Ray vision, and Pink has increased intelligence/processing and recollection skills. These items can only be worn once before the magic is expired; they simply need to be on your person to access the boost at will, but you'll feel cooler if you're wearing them. Once the magic is spent they can be kept as a memento.

  • Faded Ticket Stubs* - Two old and yellowed tickets that say 'Destiny City Carnival Admission 1942'; a perforated line connects the two tickets.
    When the user tears along the perforated line and separates the tickets, one of them will morph into a shadow replica of the user. The shadow replica looks and acts exactly like them, however their entire body and outfit are completely black, as if permanently cast in dark shadows. The replica cannot come up with new information or think on its own and simply functions as a shadow of the user. It can repeat phrases or actions performed by the user after it is summoned, including shadow versions of any magic they use. The shadow replica has the same limitations as the user does; they have the same durability and can be destroyed by any force or damage that would be enough to kill the user, however they can survive for up to six hours on their own. After the magic ends, the shadow will simply disappear into the darkness; the magic is gone from the tickets and the user can keep the other ticket stub as a memento. (This item can be used freely in one on one roleplays but please speak to the host of any shop or player run event to confirm that you can use this item during their event!)

    *This item is only obtainable if you were notified as a top winner in the Into The Shadows ORP thread.


Winter Holiday Items: December 20th 2019 - January 19th 2020


  • Smoky Ornament - A pretty glass ornament that appears to have some sort of smoke swirling inside.
    The ornament hangs on a little golden string and the smoke swirls naturally on its own. If the ornament is thrown against the ground, all hostile enemies within a ten foot radius will hear a horrible ghostly wail that pierces their ears and disorient them for 45 seconds. This magic can only be used once but, after the magic ends, the ornament is returned to its original form. It might not have any magic, but it's a nice memento!

  • Glittery Ornament - A pretty glass ornament that is filled with shimmering glitter.
    The ornament hangs on a little golden string and the glitter swirls naturally on its own, as if carried by water. If the ornament is thrown against the ground, all hostile enemies within a ten foot radius will be affected by a stunning light display that blinds and disorients them for 45 seconds as the glitter storms around them. This magic can only be used once but, after the magic ends, the ornament is returned to its original form. It might not have any magic, but it's a nice memento!

  • Snowy Ornament - A pretty glass ornament that looks like it is is filled with frosty snow and is slightly cold to the touch.
    The ornament hangs on a little golden string and the snow-like filling swirls naturally on its own. If the ornament is thrown against the ground, all hostile enemies within a ten foot radius will be affected by a chilly winter storm that can freeze and buffet them with cold winds for 45 seconds. This magic can only be used once but, after the magic ends, the ornament is returned to its original form. It might not have any magic, but it's a nice memento!

  • Antique Tophat - An old, well-worn, black tophat.
    When this tophat is placed atop any inanimate object, its magic will morph both it and the object into a golem based off of that object. The golem cannot speak any intelligent or understandable words but it can fulfill base commands. It is durable and has as much physical strength as a Knight or General but it has no magical abilities. The golem can still be destroyed with adequate force but without external destruction it can manifest for up to 6 hours unless dismissed prematurely by their creator. These golems will always take a humanoid form and can be a maximum of six feet tall, though they may manifest much smaller depending on player desires. Once the magic fades, the inanimate object and the tophat both return to their original forms. The tophat may not have any magic leftover, but it can be kept as a memento!

  • Guiding Lights - A string of holiday lights that are varying in size, shape and color; they are meant to be worn as a necklace.
    The crystal bulbs naturally catch the light and reflect it with an almost magical, cheery glow. You cannot find a battery pack but the lights seem to naturally illuminate the area when worn. When you first put the necklace on, the lights around you seem to dim and you are transported to a time and place from your past, either this life or the one before, and you witness a Holiday celebration that you had forgotten. The vision lasts for up to two hours, and when it ends, it is as though no time has passed in the real world. The lights on your necklace are not quite as bright, though they are still as warm as ever. The necklace will not cause any more visions but can be kept as a memento!

  • Thawed Heart Ring* - A pair of stackable rings. One is red, the other white. When placed one on top of the other, they form a heart.
    When you wake up the next morning, you find these rings on your index finger. With the snap of your fingers, the rings glow, and water pours from your hand, about a cup full. It can be used once a week, and the water is capable of healing minor wounds (cuts, bruises, scrapes). This water is so potent that it can even be used on flowers and small plants, allowing them to be at full-bloom in a week. The rings are removable and need to be together in order to function.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Formal Dress Token* - A golden coin with the image of a snowflake on one side, and a flame on the other.
    A gift you received from the wedding. It appears at the foot of your bed in the morning after. Flipping the coin in the air, and catching it will result in one of two outfits that will be summoned over your current outfit. One outfit is the color of ice and snow, the other is colored like a burning sunset. Only one of the outfits can be summoned; the outfit itself has no magical properties and is simply a beautiful, decorative attire you can choose to wear. If you try to flip the coin again it will yield no magical effects. Both the coin and the summoned outfit can be kept as a memento!

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Festive Red Ribbon Bracelet* - A thin and rather plain red ribbon, tied in a bow shaped like a heart.
    Somehow during your time at the Wedding, a thin, red ribbon has attached itself to your wrist. You blink, but then it is gone again. However, when you find yourself in danger, it will appear again, and vanishes once the danger passes. A single time when you may find yourself in danger, you will feel yourself snatched away by the arm, out of harm’s way. This may occur in your civilian or powered life. After you have been saved, the ribbon falls off, stripped of its magic. It has a strange, beautiful sheen to it now and can be kept as a memento.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Paper Ranunculus - White* - A paper ranunculus flower, colored a bluish-white.
    A gift you received from the wedding. It appears at the foot of your bed in the morning after.The flower is icy cold to anyone except its owner. When placed against the skin, it may cause the symptoms of temporary frostbite if left alone for too long. That includes mottled skin, aching skin, and stiffness of the muscles around the area the Ranunculus is placed. The Ranunculus feels cold to another person for only ten minutes, and once it’s used, it shatters to ice shards and melts away, leaving behind an iridescent crystal disk with the imprint of the flower. It has no magic, but can be kept as a memento.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Paper Ranunculus - Red* - A paper ranunculus flower, colored a warm orangish-red.
    A gift you received from the wedding. It appears at the foot of your bed in the morning after. The flower is burning hot to the touch to anyone except its owner. When placed against the skin, it may temporarily cause the symptoms of second degree burns, meaning pain, redness, swelling, and blistering, if left on too long. The burning effect of the Ranunculus only lasts for ten minutes, and once it’s used, it crumbles to dust and vanishes, leaving behind an iridescent crystal disk with the imprint of the flower. It has no magic, but can be kept as a memento.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Officiator’s Favor* - A very tall, very extravagant hat, adorned by jewels and actually rather gaudy.
    It appears the morning after the Wedding Ceremony, at the foot of your bed: At your request, the Officiate of the wedding gifted you his hat, with the promise to meet once again. This hat doesn’t function as anything at this time except for being a rather outrageous looking clothing piece. While this item does not have any magical properties, it may be used in the future for exclusive participation in a shop-hosted mini-event.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.

  • Butler’s Favor* - A lovely green handkerchief, embroidered with ranunculus blossoms around its edges.
    It appears neatly folded beside your bed the morning after the wedding. Having seen your discomfort at the Wedding, a kindly butler slips a handkerchief to you. He says nothing more. While pretty, and well made, it currently remains a simple handkerchief. While this item does not have any magical properties, it may be used in the future for exclusive participation in a shop-hosted mini-event.

    *This item is only obtainable if you were notified as a top winner in the The Ringing of the Bells: CYOA thread.


Destiny City Star Festival: June 15th - July 20th 2020


  • Safe Space Compass - An antique compass with a divided sun and moon theme.
    While it seems like a normal compass, when a button on the back is pressed, the compass will point the user towards a safe space nearby. While it can be used in any realm or location, the definition of 'safe' may depend on the location and circumstances, but the wielder will always be guided out of immediate danger to a place where they can recuperate. After ten minutes, the compass's needle will snap back to true north, and the button will become stuck, rendering it unable to be pushed again. This item must be approved for use in any event or ORP. The magic in the compass can only be used once, but it can be kept as a useful memento.

  • Engraved Box - A small metal box with a single protruding button and the letters "SEP" engraved on the bottom of it.
    This strange metal box is oddly lightweight and has a single button on the side that, when pushed, emits a strange, watery like energy-wave in a five foot radius around it. Anyone within range will be struck with a strange indifference towards the box and the individual holding it. They will seem to forget you exist and simply move on as if you aren't there, as if you aren't their problem. The magic can only be activated once and will last for 60 seconds. The box can be kept as neat memento after use.

  • Antique Charm - A small, burnished silver charm that can be unlatched to open.
    This little charm would make perfect company for any dress when fashioned on any chain. While it looks a little worn from the outside, when opened it emits small pulse of light. Focusing on this light will allow a single non-moving image to form from the user's past life. This image can be of someone, something or somewhere, but will only be visible to the user. The user can open this locket as many times as they would like but the image inside will remain the same.

  • Iridescent Glitter - A small vial of shimmering glitter dangling from a silver chain.
    Though this glitter looks no different from craft glitter, when the vial is opened in a time of need, the glitter swirls out of the bottle and forms a starry staircase that can ascend up to a height of several stories. Only the person who opened the bottle, or anyone they deem an ally, can climb the stairs. The stairs will last for two minutes; once the time runs out, the glittery stairwell will begin to trickle towards the ground, gently lowering anyone standing on it back to the ground. Afterwards, the glitter will magically trickle back to the vial. While the magic is spent, the vial of glitter can be kept as a neat memento!

    *This item is only obtainable if you reached a certain set of requirements in The Starway mini game thread.

  • Universal Remote - A palm sized remote that looks both ancient and extremely high tech.
    The handheld remote at one point in time must have been used for something important; there are several buttons, each with a unique symbol to indicate purpose. While some of the symbols are easy enough to recognize, there are several symbols that are completely undecipherable. Thankfully, the buttons with symbols you recognize seem to all work--there is a pause button, a play button, a fast forward button, a rewind button, and a mute button. This item has a battery life of five minutes, after which point in time it will become non functioning. It must be used at once. The remote can only use one function at a time, and can only affect one target at a time. When pointing at any living creature, the remote will permit the item’s owner to rewind them and make them repeat actions already performed, backwards, to pause them in place (however, they will unfreeze if their life is in immediate danger), fast forward them to give them increased speed, and a mute button to render them speechless and completely silent. Pressing the play button removes all affects. This item cannot be used on inanimate objects. While the remote’s magic can only be used once, it can be kept as a neat memento afterwards! This item can be used freely in one on one roleplays but please speak to the host of any shop or player run event to confirm that you can use this item during their event!

    *This item is only obtainable if you were notified as a top winner in the The Destiny City Star Festival ORP thread.


Halloween Items: October 9th - November 15th 2020


  • Knitted Bat - A knitted cuddly toy shaped like bat.
    When hugged, this knitted bat will emit a small squeak and begin to shimmer. As it glows the user will feel a little braver and will be able to face their fears. While this magic is active the user becomes more resistant to crowd control effects such as stun, daze or fear. After the magic has ended, the knitted bat will remain as a symbol of the user's bravery. It has no magical properties, but it's a nice memento!

  • Cat-Shaped Earrings - Silver earrings that take the shape of a cat.
    When rubbed, these earrings summon a vision of a spectral black cat. The user may direct the cat towards a target and when the cat touches this target they are inflicted with a curse. This curse instils them with terrible luck which can come in the form of missing attacks or even as severe as magic backfiring inappropriately. This effect lasts for 35 seconds and can only occur once. After the magic has ended the earrings will remain and can be kept as a memento!

  • Old Dog Collar - An old, worn dog collar that reads "Mr Winkles" on the tag.
    Jingle the tag to summon Mr Winkles, the faithful Bloodhound. When summoned, Mr Winkles will patrol around the user for 45 seconds. During this time, if an opponent attempts to attack the user, Mr Winkles will leap to their defense and prevent these attacks from landing. This magical effect can only be used once but the collar will remain after as a reminder of the user's stalwart defender.

  • Porcelain Doll - An antique porcelain doll, the eyes seem to stare into your soul.
    The user may set this doll down in battle, and with a single pat on the head activate this doll's magic. When activated, the doll's eyes seem to radiate with an alluring energy and draw the target to them. For 35 seconds, the target will become distracted and even fearful. When this magic has run its course the doll will remain. You can choose to hold on to it if you would like, it would certainly be an interesting memento...

  • Unusual Effigy - A suspicious doll with several streams of ribbon wrapped around it.
    Stab, twist or bend this doll to awaken this figure's latent magic. When the magic activates, whichever part of it has been bent, twisted or stabbed will transfer to the target. The target will feel an immediate, searing pain in this limb that will force them to their knees for 15 seconds. The pain will fade at this point, unless both players want it, or further damage to remain. This magic can only be used once, but the doll will remain and can be kept as a memento if you so choose...

  • Ornate Rune - A peculiar, flat stone tablet with a rune in the centre.
    When snapped in half it can invigorate the user to provide them with an additional boost in energy. This will allow a senshi to receive 1x use of a Basic/Super attack, a Knight to refresh 25 seconds of their magic pool, or for a Negaverse agent to become 1.5x stronger for 25 seconds. This magical effect can only be used once and when the magic runs out, the tablet will snap back together and can be kept as a paperweight or other memento.

  • Spectral Goggles - An old pair of scientific goggles.
    When these goggles are worn, the user will see someone that seems familiar. Closer inspection reveals that this is the spirit of a former friend, family member, or even an individual from a person's past life. The user and ghost may converse for five minutes before the spirit is required to depart from this world. Only souls that have not yet become ready for rebirth in the cauldron can be summoned using this item; those who are about to be reborn or whose starseeds have been destroyed will remain lost. The magic in these goggles can only be used once, but they can be kept afterwards as a quirky memento!

  • Haunted Brooch - An unusual brooch with two ruby eyes.
    Rub your fingertips across the surface of this unusual brooch. The user summons a phantom to assist them for up to two minutes. If the phantom detects danger, it will rush through the air towards the target and pass through them. On impact, the target will feel an icy chill ripple through them and will move more slowly for up to 15 seconds. Once this magic has expired, this brooch can be kept as a memento.

  • Faded Talisman - An ominous strip of leather with faded runes painted or carved into it
    When wielded, this talisman will produce a thick fog that covers up to ten feet around the wielder, and up to ten feet above them. Wherever they move, they will be completely enshrouded in a white haze that is impossible to see through. The fog will move where they move, and the talisman seems to keep producing the fog for up to five minutes. It is impossible for anyone to see anything in this fog, and anyone inside the fog will find that their energy signatures are completely dampened and they can neither feel outside energy signatures nor do they seem to have one, themselves. After the magic has ended, the talisman no longer seems to have any magical properties but it can be kept as a spooky memento!

    If the character receiving these items was in the Halloween Event, they can find them on their person when they return to Destiny City. If you are choosing this item for a character that did not participate in the Halloween Event, it can only be found in the aftermath of the fog leaving Destiny City. It cannot be found anywhere outside of Destiny City, and it can only be found while there is still fog in the city, or immediately after the fog fades.

  • Metal Charm* - A scratched, circular charm slightly larger than a marble, with unrecognizable runes carved across it
    This charm is an identical, miniature replica of the prison that trapped the beast in the Halloween 2020 ORP. It seems to function like a little puzzle box; when you unscrew the top metal piece, a haze of fog erupts from the charm and a foggy manifestation of the monster will attack targets for up to five minutes (players have full choice over any damage they choose to receive). The monster will linger in the area where it was summoned and will not move with the Metal Charm or its wielder. The creature does not speak or respond to discussion, but it will attack anyone the wielder considers a threat. After the magic ends, the metal charm is nothing more than a little trinket to play with. Sometimes, it will let out a little puff of fog when twisted in a certain way, but it has no other magical properties and can be kept as a spooky memento!

    *This item is only obtainable if you participed in the Halloween ORP thread.


Winter Holiday Items: December 16th 2020 - January 17th 2020


  • Hot Cocoa Bomb - An individually wrapped, clementine sized ball of chocolate
    Everything around this Cocoa Bomb looks normal; it smells like chocolate, and even tastes like chocolate if you lick it. However, there's something that just feels off. When wielded, the ball of chocolate can be thrown at any single target and will explode on contact; the ball of chocolate immediately melts upon contact and an impossible amount of warm caramel coats the target in a sticky paste. The caramel quickly cools, making the target move sluggishly and have obvious difficulties moving. The caramel loses its stickiness and fades to dust over the course of three minutes. After the magic has ended, the cocoa bomb has been used--but a strange, amber ball has appeared in your possession. It is the same size as the cocoa bomb and always seems to smell of caramel; it can be kept as a quaint memento!

  • Gaudy Wreath - A Winter themed Wreath that, while beautiful, is a bit too much.
    Though this wreath appears ordinary enough, when thrown towards someone it will grow or shrink sizes to wrap around them and squeeze. It is an effective way to bind someone, quickly, or to hold something together. It cannot grow larger than five feet wide, and it will always shrink to hold something tightly. For three minutes, the wreath can bind someone. After the magic has ended, the wreath will slip off of its target and fall to the ground. It will shrink to a random size, and can be kept as a festive memento!

  • Sparkling Candle - A white candle with tasteful glitter accents and a beautiful glass holder.
    When lit, the flame of this candle will glow multiple colors, and little sparks of light will shoot off like miniature fireworks. The sparks do not seem to be flame and are not hot; they do not risk any sort of fire. The candle is magical, and brings a sense of peace and hope, and feels like someone far away has come home again. The candle will burn for up to eight hours and will melt away completely, leaving only the glass holder. The cut of the glass makes all other candles that burn within it project sparkling prisms around the room as the flame dances, and can be kept as a lovely memento!

  • Tinsel Garland - A tacky garland that looks to be about six feet long.
    The garland itself seems a bit antique and there is something a little timeless about it. It doesn't quite look store-bought, but it is truly dated and probably isn't something you want hanging in your house unless it's for the irony. However, the garland can stretch indefinitely at any one point in time; it will lengthen as long as the user needs it to be, and will only shrink back to its original size after it has served its purpose--typically no longer than 24 hours. Once it has returned to its original size, it can be kept as a tacky memento!

  • Snowflake Charm - A small, metal snowflake with blue and white detailing.
    This charm is clearly masterfully crafted and seems to be in great condition despite also seeming old. When the user is falling, either deliberately or accidentally, they will suddenly become as light as a snowflake and will fall at a decreased speed alongside a flurry of little snowflakes. As the snow falls around them, it will rapidly build a snow pile; when they land, it will decrease, if not completely spare them, from any damage. The magic will only work once, and the snow will melt naturally within five minutes. Afterwards, the charm may be kept as a cool memento!

Star Festival 2021 Items: June 14 2021 - July 4th 2021


  • Stardust Cotton Candy - Purple and blue cotton candy with edible glitter ‘stardust’ sprinkled into it.
    This cotton candy is packaged in a cute plastic bag and has an unusually long lifespan as long as it’s kept dry. It tastes like ordinary cotton candy, but once consumed, anyone who has tasted even just one bite can only say sweet things for the rest of the day. It will be impossible for them to say anything cruel or unkind, and it will magically come out of their mouth sounding kind. The user may or may not even be aware of this; this can lead to frustration at being unable to properly express themselves or absolute obliviousness. It only affects spoken words, and the cotton candy can be shared amongst others. The cotton candy must all be used in one roleplay, and when it is gone the user can keep the beautiful golden, faux-gem encrusted wand the cotton candy was spun onto as a memento.

  • Opalescent Charm Bracelet - A silver bracelet with five round, opalescent charms dangling from it.
    Though this looks like an ordinary charm bracelet, when the magic is activated all five opalescent spheres pull off of the bracelet and form baseball sized spheres of light. All five spheres surround a single target of the wearer’s choice; the glowing wisps spin in a steady, circular pattern around the target about two feet away from their body. The orbs move with the target, but if anyone (or anything) comes in contact with one of the wisps, it will explode into a burst of light, causing a tingling sensation to whoever collided with them. This can cause up to fifteen seconds of temporary blindness or numbness to enemies, but at player discretion the orbs can also cause the temporary sensation of pain or lasting damage. The orbs will hover around the target until they explode, or for up to five minutes before they will dissolve. The magic only works once, and after the magic expires, the charm bracelet can be kept as a memento. This item can only be found at the battle site of the Cosmic Creature.

  • Crystalized Wisp - A palm sized glass glass stone with a wisp that sometimes seems to dart about inside.
    During the battle with the Cosmic Creature, the force of the explosion encased some wisps in a glass-like crystal. The wisps are too small to have ever become anything substantial but sometimes they aimlessly float about inside the glass. The glass is smooth and comforting to hold and, if holding it while in a thoughtful or meditative state it can unlock a cosmic memory or image. This may be related to some meta or deep space information, or more personalized based on the wielder. All memories need to be approved by staff and players can contact The Space Cauldron with requests for the type of information their character can unlock. Staff will work with players to give their character insight on a topic of interest to them. The magic only works once, and after the magic expires, the crystalized wisp can be kept as a memento. This item can only be found at the battle site of the Cosmic Creature.


Star Festival 2022 Items: June 15 2022 - July 10th 2022


  • Dazzling Bubbles - An iridescent, antique glass bottle with an ornate bubble wand fixed to the inside of the lid.
    When uncapped and blown for the first time, an unnatural amount of bubbles of all sizes, from golf balls to basketballs, suddenly fill the air in a fifteen foot radius. They are surprisingly resilient and feel like cool glass; each of them are incredibly iridescent and reflect the light in a dazzling rainbow display that can hypnotize and daze. The bubbles may gently swirl around within the radius but they are difficult to pass through and feel like a firm barrier that prevents people from moving through them. Only blunt force or a sharp object can pop the bubbles, and they may sound like tinkling glass when they burst. They will naturally pop within one minute and all debris will disappear. The magic fades after the first use of the bubbles and all remaining liquid will simply produce beautiful, iridescent bubbles but the pretty glass bottle can be kept as a memento!

  • Magical Soda - A colorful vintage glass soda bottle you remember from your childhood.
    Maybe, once upon a time, you tried to locate and identify one of your favorite flavored sodas you remembered as a kid–only, you couldn’t find any information on it. And yet, you’ve found it restocked, just like how you remembered. It tastes just like how you remembered, too. Stress and hardship melt away and the nostalgia is strong enough to take you back to your childhood memories. You have more energy–too much, maybe. You're faster. Your metabolism is wild. You forget your worries and suddenly everything seems like so much fun. You remember old friends and old favorites, and possibly even some things you’ve forgotten. Maybe there’s a little bit of a blur in just how far back the past is–but everything seems like it’s basked in a safe, golden glow. The magic fades after two hours but the pretty glass bottle can be kept as a memento!
PostPosted: Mon Oct 07, 2019 7:32 pm


Permanent Accessories


Permanent Accessories are a special type of IC RP Item that do not expire upon use. These may be won in events, quest fairied, or may be purchased with Crown Tokens. Each character can only earn one of each Permanent Accessory, and items are non transferable from character to character or player to player. Permanent Items may be used on NPCs in roleplays with the PCs who have acquired the item, but this will need to be approved by the mule and may not work with all items or situations. Because of the nature of Permanent Items, they are not eligible to be borrowed unless their usage directly states or implies another person can be involved with their usage (such as the Sparkling Earrings that allow two characters to have a telepathic link). However, because NPCs are often vital parts to a characters’ story and because they are not eligible for IC RP Items themselves, it may be possible for a PC to share an item with them for plot purposes. For example, a powered character and their NPC civilian sibling might be in a situation where the PC lets them borrow their Silver Whistle (which, when blown, disorients all opponents within fifteen feet). Or, a Negaverse Agent might use their Engraved Medallion (which lowers powered aura by one rank) on their approved, bonded youma NPC.

Many of these items may be owned by civilians, but not all of the items may be usable by civilians. If you have questions about how a civilian may use one of the below items, please contact The Space Cauldron so we can answer any questions!

While these all have a basic design, the items can have slightly varying appearances between characters to better fit aesthetics! Permanent Accessories can go on a character’s official shop art, but please make sure you work with your artist so it matches the description!

ICly these items can be acquired in different locations depending on which faction your character is in! Most commonly, Senshi can find them on their Homeworld, Knights on their Wonder, Dark Mirror Senshi in Mirrorspace, and Negaverse Agents in Negaspace/the Rift. If you have a plot where your character acquires it in a different fashion, please send a PM to The Space Cauldron to discuss it!

These items cannot be taken apart or repurposed for other means; they are all magically based and seem to be constructed of components that are hard to identify, making them impossible to replicate.

While these items may be used freely in meta or official shop events, please make sure you contact any player running an event before you use the item in their event. Please also make sure that you are utilizing the IC RP Item Log to keep track of your Permanent Accessories and which character they belong to!

Our current Permanent Accessories include:

  • Engraved Medallion - An antique medallion with some strange, foreign symbols scrawled on the back.
    The magic can only be activated and used on the owner of the medallion. The medallion allows the wearer to suppress their own energy signature by one level for up to three hours a day. First stage characters will feel like civilians; while this item has little effect on Mauvians in their cat form, it will suppress their energy signature as if they were a human civilian if activated while they are in their humanoid form. Youma will have the energy signature of a human civilian.

  • Metallic Bracelet - An antique bracelet made of some sort of metal.
    It has the ability to amplify magic usage; this must be plotted with your roleplay partner before use. You must ask for permission to use this item in events/ORPs. When activated, this bracelet allows the wearer to get an extra use out of their strongest magic (up to third stage). They can only recover magic they have ICly earned; a Super Senshi may not get an extra use out of their Eternal magic since they have not unlocked it. Senshi can recover one use of their strongest magic, and Knights may recover up to 45 seconds of their energy pool. Mauvians will recover one extra use of their laser and will not be so exhausted after using it the first time. For Negaverse characters, or characters who do not usually have magic, they will instead gain the ability to fire a concentrated laser from the bracelet while in battle. The bracelet will only have a few shots (no more than five) and the strength of the blast is dependent on the character’s rank: At first stage or lower, the blast feels like a harsh slap, at second stage the blast feels like a harsh kick, and at third stage or higher the blast feels hot enough that it may cause the sensation of burning or stun the opponent if hit. Due to the uniqueness of youma/half youma characters’ abilities and powers, before equipping them with a Metallic bracelet, please PM the mule to work out details.

  • Sparkling Earrings - A pair of matching earrings.
    When shared between two people, one worn per person, it allows an immediate connection between their minds for up to two hours per day. These earrings allow the wearers to transfer thoughts and images, and is good for discreet communication as it cannot be tracked or monitored by anyone else. When the magic ends, the earring disappears from the shared partner and returns to the owner. The earrings must be together to recharge. The earrings can be used regardless of distance or location.

  • Silver Whistle - A pretty little whistle on a small chain.
    When blown, the whistle can disorient all opponents within fifteen feet. The whistle can be used once per day and effects should be discussed with your RP partner before use, but can include dizziness, nausea, headaches, and temporary deafness, any of which can linger upon player desire. Anyone who is not considered hostile will not hear any noise when the whistle is blown.

  • Shadow Pass Charm - A small, flame shaped gemstone. It is an iridescent black, but sometimes seems like a small flame has ignited in the dark depths.
    This small gemstone has a hole carved into the top of it that allows it to be fastened or worn in many different ways. This charm allows the user to walk into one shadow and out of another random shadow, limited only to whatever plane they are on. If on Earth, the charm can only be used in Destiny City and will only take them to another location in Destiny City, however it can be used on homeworlds, in Mirrorspace, and in the Dark Kingdom. The user will only ever walk out of a shadow in the same plane they entered a shadow in. While the charm does not allow complete control over the ending destination, with enough focus it can be somewhat manipulated to move the character in the direction they desire. The character does not need to have a shadow in mind or have been in a location before; this is most useful when exploring or looking for locations you did not know existed. The charm will allow only the user to pass through a shadow; they cannot bring a guest with them unless the guest also has a Shadow Pass Charm, however travelling together will use the magic in both charms and they must be connected in some way while travelling. The Shadow Pass Charm is a one way trip; you cannot return to your original destination after using it. It can be used once per day.

  • Timeless Camera - A small instant camera that prints a photo the moment you take it.
    When a photograph is taken with this camera, it automatically prints out the hard copy within a few seconds. The image is on normal, glossy paper, but unlike the normal, still image of a photograph, this one moves. The image will be animated, showing the few seconds before and after the photograph was taken. It replays on an endless loop and will do so until the photograph is damaged in any way. There is no indication where the camera came from; there is no way to really take it apart and investigate how it works or what it uses. The camera has infinite paper and ink, prints with impeccable clarity and color. It can only be used once per day.

  • Antique War-Horn - An old, hollowed out rams horn with a silver-tipped point.
    When this horn is blown it emits a low, crooning wail. It is not unpleasant but it is somewhat eerie. After a few seconds of the strange noise, the wielder will shimmer and a decoy will step forward. There is no discernible difference between the two visually, however the decoy is transparent and can neither cause nor receive damage. The decoy will serve as a distraction, charging at the opponent or mimicking the actions of the wielder. It has no sentient capabilities and cannot speak. The decoy will disappear within 60 seconds before flickering away. This item can only be used once every 24 hours.

  • Bottomless Stein - An old beer stein.
    When shaken it appears to fill with something that smells distinctly like cider. If the user attempts to drink this 'liquid' they will receive a one hour buff that increases strength and endurance. The liquid tastes like cider, but does not quench thirst or ease hunger, and never spills from the cup. It cannot be shared but the user does have the distinct sensation of a liquid when they drink it. While the liquid will disappear as the user drinks it, the essence is absorbed into the user rather than it being physically consumed. This item can be used once per day.

  • Red Shoes - A pair of ruby heels.
    There's no place like home, click your heels and concentrate. The user is teleported to a safe location of their choosing and may be used during battle. They cannot teleport to another plain of existence but can teleport themselves to anywhere in that area. It cannot teleport someone from their homeworld to Destiny City, but it can teleport them from a dangerous location on their homeworld to a safe one. It can teleport from a dangerous place in the Rift to a safer place, but it cannot teleport into the Negaverse City, or to Destiny City. This item can be used once per day.

  • Rugose Pendant - A blackened, wrinkled rock set into a silver pendant with an indigo glow trapped inside.
    It can be found discarded in Negaspace or the Rift. To use the item, an agent or Negaverse senshi must energy drain the rock. Once drained, the rock will crack and disintegrate. The rock's violet light will then envelop the user, cloaking them in the appearance of a youma. A youma aura will overwhelm the user's natural aura, though it will not disguise their aura. Their youma appearance must adhere to youma guidelines for personal or player youma. The user does not gain any special abilities while under the effects of the item, and their current abilities are not typically hampered by the item. The Rugose Pendant's effects last until the character powers down or until three hours have passed, whichever is sooner. The Pendant may be used once a day. This item may be used to Mauvians, but please PM the Space Caudron to discuss prior to obtaining to or using this item on a Mauvian character.
      The Rugose Pendant was originally suggested by Strickenized and have been released as an item for the shop thanks to him!

  • Soothing Bell - A small, round bell with a tiny metal charm dangling from it
    The bell can be rung once per day and for one full hour the ringer will be overtaken by the sensation of a serene peace and will find that all of their worries seem to be gone and they are incredibly clear headed. If a powered character uses this item while in their respective place of power they will receive additional benefits; A Senshi or Knight using this on their Homeworld or Wonder they will find that restoration significantly improves while using the bell (allowing restoration akin to two visits), Negaverse characters will find that the Rift is easier to navigate and youma are more agreeable (and may even lose significant interest in Corrupted Senshi), Mirrorspace is easier to navigate and Mirrorscape Realms may flourish a bit more. Mauvians may have more past life memories while on their Bonded Senshi’s worlds and may also improve restoration somewhat, and Vanguardians may find that their Source Stones seem to naturally replenish energy and can provide a greater output towards their projects.

  • Fractured Crystal - A palm-sized crystal shard with dark clouds and a black tar that swirls inside of it; it has faint cracks along its surface.
    A fragment of the crystal from within the strange pocket dimension during the 2022 Star Festival. The user must hold the Fractured Crystal in the palm of their hand and slash through the air. Once per day they can tear a rift in space and pass through it to another location. While you may pass through immediately to your destination of choice (on the same plane of existence) you may also get trapped in a strange, dark dimension. This between-space is full of an oppressive air and a dark, sticky tar like substance covers all surfaces. There seem to be untapped amounts of energy here, and characters that drain energy may find this a surprising advantage while gathering energy. Time seems to pass strangely in this weird dimension and while you may feel like you’re here for up to two hours at a time, you may actually be gone anywhere from a few minutes up to an hour. If you are sucked into the strange portal, you will always be deposited at your location of choice afterwards. In rare situations, up to one other person may be sucked into the strange space as well as the wielder, but they will both be stuck in the between space and will feel significantly drained by the time they come out the other side.

  • Article of Strength - An ancient piece of jewelry customized by the player
    The Article of Strength will take the form of any wearable piece of jewelry the player likes, either a ring, bracelet, necklace or earrings (or other jewelry with staff approval). When worn, this item will grant +1 to all IC Dice Rolls in any staff run roleplay hosted by The Space Cauldron. This may not carry over to player run events and is at the discretion and decision of the player host. The item is non-transferable and can only be worn by the player who claims it. It can be worn and used as a civilian, or when powered up.

  • Article of Resilience - An ancient piece of jewelry customized by the player
    The Article of Resilience will take the form of any wearable piece of jewelry the player likes, either a ring, bracelet, necklace or earrings (or other jewelry with staff approval). When worn, this item will grant -1 to all damage done to a character through IC Dice Rolls in any staff run roleplay hosted by The Space Cauldron. This may not carry over to player run events and is at the discretion and decision of the player host. The item is non-transferable and can only be worn by the player who claims it. It can be worn and used as a civilian, or when powered up.

  • Article of Clarity - An ancient piece of jewelry customized by the player
    The Article of Clarity will take the form of any wearable piece of jewelry the player likes, either a ring, bracelet, necklace or earrings (or other jewelry with staff approval), but it will always be set with a black gemstone. The Article of Clarity can be activated for ten minutes per day and can be used to detect things that might have otherwise been missed. In any staff run roleplay hosted by The Space Cauldron, this can be used once per RP to get extra information by closely inspecting something, or to detect things about a character, item, or location that might have otherwise been missed. In individual RPs, this item can be used to see through falsehoods, sense someone’s true emotion, or tell when they are lying with player permission, only; the article cannot determine what a truth might be, it can only detect when there is a lie. Effects may not carry over to player run events and is at the discretion and decision of the player host. The item is non-transferable and can only be worn by the player who claims it. It can be worn and used as a civilian, or when powered up.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Mon Oct 07, 2019 7:34 pm


Enhancements


Enhancements are a new addition to the shop and function as unique character boosts. There are several different types of enhancements, though some will only work for specific factions. Enhancements are somewhat rare but are designed to be special abilities for your character and can be customized on a character by character basis. They will be available in events, quest fairies and player rewards, and for purchase for 3 Crown Tokens. While a single character may have multiple enhancements, there is an IC cooldown of one month between when they can obtain the enhancements. Once you win or purchase an enhancement you must discuss with staff how you would like to use it. A character can have multiple enhancements, but can only have one type of each faction applicable enhancements. A character may have two different passive abilities, however--one accessible in civilian form and one accessible in powered form; they can have the same passive ability in both form but it will need to be acquired twice.

Enhancements can be ICly found or acquired in a number of ways, but may be found most commonly in a powered realm (such as on a homeworld, in Mirror Space, or in Negaspace) either by reaching a previously locked area, touching a magical artifact, completing a ritual, or some other magical way. The staff can work with players on how their character ICly gains the enhancement, but players are encouraged to share their ideas when they send in a PM for approval. Most powered Enhancements can be unlocked only after a character reaches second stage (if applicable) but this might be waived depending on experience or time served in their faction.

Current enhancements include:

Quote:
Passive Ability (All Factions) - A passive ability is an unchanneled magic that a character naturally exudes. These abilities do not have a cooldown and do not require energy to be activated but can be turned off at will. They are not offensive and are simply a subtle magic that surrounds the character. This passive ability may reflect their theme, their sphere, their wonder, etc. or it may not. These abilities do not function while in both powered and civilian form so you will need to determine which one it affects--however, you can acquire the same passive ability for both civilian and powered if you collect two passive abilities for the character. Passive abilities are extremely unique and customizable; some examples may include a civilian being able to sense youma (like Barren Pines students), a senshi with a flower sphere being able to grow them at will, a Negaverse Agent leaving a temporary trail of their mineral behind them as they walk--any passive, non-battle enhancing trait can be worked out!

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Senshi Magic (White Moon Senshi, Corrupted Senshi, Dark Mirror Senshi, Mauvian Senshi) - All senshi will be eligible for an additional magic attack, up to super stage strength. This magic should reflect Super Senshi magic parameters but does not have to be related to the senshi’s current magic (it doesn’t have to be an upgrade of their basic magic like super stage magic usually is) and is instead a standalone attack that can be completely unique. It must still meet requirements and reflect the Senshi’s sphere but will give the senshi an additional set of attacks to use in battle. These must be approved by the staff; once this Enhancement is claimed, the player must contact the staff to discuss which character it is for and what their desired magic is. For approval, please format this like you would when writing the quest for your senshi’s super magic!

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Ethereal Armor (White Moon/Corrupted/Dark Mirror/Mauvian Senshi, Vanguardians) - Senshi and Vanguardian uniforms are designed to protect against standard wear and some magic, but they wind up disadvantaged when it comes to facing off against armor wielding weapons. Hidden somewhere on their Homeworld (Order Senshi), in Mirrorspace (Dark Mirror Senshi), in Negaspace (Corrupted Senshi), or on some other Celestial Body (Mauvian Senshi/Vanguardians) is an ancient artifact they may find that will immediately bond with them and grant them a single piece of ethereal armor. The physical armor will disappear immediately upon contact, but the character will have the opportunity to magically summon this armor for up to two minutes during battle, once per day. Only a single piece of armor can be found (one gauntlet, one pauldron, one helmet, etc) and it will only appear on them during battle. It cannot appear on art. This armor does not protect against magical attacks, but it does protect against physical blows. Sharp weapons will not be able to slice or puncture the armor, but the character will still feel the blunt force behind the blow; they may still receive heavy bruising, but will not receive lacerations on the protected region. The requested piece of armor must be approved by staff; once this Enhancement is claimed, the player must contact the staff with their desired piece of armor.

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Enchanted Weapon (Knights, Negaverse Agents, Vanguardians) - This Enhancement gives weapons an additional magical enhancement that allows the weapon to hover nearby and gives the character a bit of control over their weapon when it's not in their hand. While they may manipulate how and where the weapon hovers (always within ten feet of them, but they can summon it to that range if it is further away) they will never wield it to the capacity as they would if they were holding it. It is incredibly difficult to wield mid battle without extensive practice, as it requires extreme focus to manipulate the weapon beyond allowing it to hover nearby, but under calmer circumstances the weapon can be mentally controlled to some degree. The ability to manipulate the weapon somewhat is most useful if incapacitated or trying to do a surprise attack, when there is time to focus on how to wield the weapon. No matter how much a character practices, it will always be impossible to telepathically control the weapon as if they were physically wielding it. Third stage characters may manage to make loose or sloppy attacks with their weapon but this will be difficult to control in stressful circumstances like battle. To obtain this, a PM to the shop mule is required. For Knights, the weapon enhancement can be found by locating some magically charged location on their Wonder, a burst of power from interacting with the Code, or completing some ritual on their Wonder. For Negaverse Agents, the weapon enhancement can either come in the form of a random power surge they feel after collecting a large quantity of starseeds or energy, an upgrade from a General Sovereign, or it may suddenly appear after encountering an energy storm in the Rift. Vanguardians may find some surge of power that charges their weapon while on a Celestial Body, receive a unique crystal from Lyndin or Caedus to experiment with, or find a unique crystal while exploring some Celestial Space. Because Vanguardians manually maintain their weapon, they may either have a power surge that grants them the sudden ability or will manually upgrade it depending on player plot.

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Forgotten Spell (Knights, Negaverse Agents, Youma/Half-Youma) - Hidden on an ancient scroll, either lost in Negaspace or at their wonder, is a spell forgotten to time. This spell is unlike Senshi magic and once read is automatically absorbed into the wielder’s weapon. Magic of this nature does not have a duration but is typically a single elemental style blast, no larger than a baseball. The magic will have a radius and number of uses (typically they can have a single target in a radius of up to 20 feet and three uses, but this may differ based on magic). This magic costs no energy and effects are almost instantaneous; common examples of magic may be unleashing a fireball, an ice arrow, or an electric arc. Typically these should reflect either the Knight’s Wonder or Planetary allegiance if applicable. These will all require the player to PM the shop mule for approval. Characters must have a weapon to enchant, so Corrupted Mauvian, and Corrupted Senshi cannot earn this ability, even if they serve in the Negaverse. Though Half-Youma and Youma do not have physical weapons to wield, their body is their weapon. When they find a Forgotten Spell it will enhance them in the same way it would a Negaverse weapon and absorb directly into them.

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Mutations (Youma and Half-Youma) - Typically youma have two specific abilities, either physical or magical. A mutation may either give them a physical mutation that gives them another physical another ability, or the youma can mutate and gain another magical ability. Information about both can be found in this thread. These must be PM’d to the shop mule for approval but should be written in the same format as their other abilities! Half-Youma are also eligible for a mutation; this does not necessarily make them lose more humanity or change appearance, but does give them an additional ability to utilize in play.

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Teleportation (Mauvian) - Teleportation is an ability Mauvians used to have, though the skill was lost to time. It can be regained now, though not by conventional means. Rather than being a natural ability, the Mauvian must unlock it; it is an engrained trait hidden within them and it will only manifest in rare circumstances where there is a magical charge in the air and they find themselves in great enough danger that their starseed resonates with it. Mauvians can freely teleport to their Headquarters and back to their starting point without expending any energy; Order Mauvians may only go to the Order Headquarters and Chaos Mauvians may only go to the Headquarters in Negaspace. Mauvians may also, once per day, teleport anywhere within a five mile radius. This is an emergency teleportation that does not drain energy and will allow them to teleport in a flurry of stars to their chosen destination. They can only travel to a location they can clearly envision, and they cannot bring guests, and they do not get a return trip--it is one emergency trip somewhere. This is most useful to Mauvians who need a quick escape or to travel somewhere quickly. Trying to teleport more than once will result in an uncomfortable tingle, but attempting beyond that will results in dizziness and beyond that, unconsciousness.

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Mauvian Claws (Mauvian) - While Mauvian claws alone are generally stronger than cat claws, this enhancement gives them a little extra to fight with. All Mauvians who have unlocked this will get a small magical effect that activates when their claws come in contact with a target; the effects can last for ten seconds if the Mauvian is in their natural form or fifteen seconds if the Mauvian is in their humanoid or Senshi form. They cannot use this enhancement if they are in a civilian glamour. This ability activates after every scratch and has no max number of uses per battle. Magic must be sent to the shop mule for approval before it can be used but should typically have a modest effect that lingers, such as the scratched skin feeling frozen, burned, numbed, itchy, etc. The effects should fade after the duration expires unless the player wants to take extended damage from it. Each Mauvian should only have one magical effect; they should not have rotating effects, but a revision may be possible if they need to change effects.

Mauvian Claws were originally suggested by Meighei and have been released as an Enhancement for the shop thanks to them!
PostPosted: Sat Aug 01, 2020 8:28 am


Player Distributed Items

With approval, individual characters can give out small items, typically created or found on their relevant domain. These items are typically far more limited that other IC RP Items; they are not considered personal items. These items typically function more as keepsakes or mementos but may sometimes have limited magical properties. These items require approval so if you are interested in your character distributing any small items, please message The Space Cauldron so we can work with you to figure out details!

If you have an approved item for your character and would like it listed here for reference, please message the mule with the approved information and we can add it!

Some items may also be given out during Player Events, however these are not typically considered IC RP Items because they are usually designed as keepsakes or mementos without magical properties. If you have hosted a player run event where you requested to give out keepsake mementos of any kind and would like them included in this list as reference, please let us know! If you are interested in running an event and giving out items, please contact the shop mule, The Space Cauldron and we will be happy to go over possibilities and details so you can include these items in your event.


  • Motivational Mau Stickers! - [Distributed by Corrupted Sailor Albite]

      Sheets of emotive Mau Stickers with encouraging sayings made by Haymitch under Albites artistic direction (or lack thereof): the cats all have varying colors of stars, stripes, and attire. They seem to vaguely resemble the way Albite might describe a magical cat, if you squinted sideways at one while hanging upside down. The stickers claim to be 110% motivational! The glitter never sheds! THE GLUE LASTS 10,000 YEARS! In truth, the stickers are simply decorative and may brighten ones day with their silly yet effervescent speech bubbles full of good words and the wiggliness of their googly-eyes! Any claims that they brighten lights on lamp posts, make dull mirrors extra shiny, or improve ones mood for hours at a time are simply placebo and balderdash---

      Unless you believe!!

      And sometimes -- in Destiny City -- isn't belief what's needed most?

  • Albite’s Summoning Emerald of Friendship! - [Distributed by Corrupted Sailor Albite]

      A forest green kite emerald set into a character-chosen piece of jewelry: earring, broach, necklace, bracelet, lapel pin, piercing, etc. If the character chooses to wear the item in an un-glamored state, visible to all, then the emblazoned symbol of Praxidike clearly shows in its center. The item appears to contain an infinitesimally small piece of Albites aura within its shimmering confines as well. A tiny, yet obvious signal that - No, this person is not to be touched. He likes his various ‘friends’, healthy, alive, chatty and utterly without hands in their chests!

      Unless that hand is his own—

      When pressed upon by the player-character, the gem in question will warm and signal to Albite a desire to meet at a pre-arranged location known only to himself and that player. In turn, Albite (owning the gems match like any good friendship-charm hoarder would!) may also use that same method to signal his desire to meet. Albite can only hand out one ‘gem’ every two months. The gem siphons a bit of the character's energy in order to keep it charged up and working, a small sacrifice in the name of open-communication and friendship!

  • Albite’s Car-Changing Crystal - [Distributed by Corrupted Sailor Albite]

      A Mau designed crystal gleaming with Albite’s signature greens, the crystal is to be installed somewhere within the player-characters car. It comes paired with a matching key-fob for quick, on the go use. The crystal in question allows the user to, once every two weeks and for up to six hours at a time *max*, glamor their vehicle! Keep in mind that while the crystal can change the outward appearance of the vehicle, it cannot change the vehicle itself!

      For example; while your Buick may suddenly gain the look of a Ford, or your pink Avalon suddenly take on the image of a green Camaro? It will still have the same space inside and cannot adjust dimensions.The gimmick is illusory in nature. Plus? Any damage done to the car while glamoured will still reflect on the vehicle after the glamor fades. The device can also hide all auric traces of whomever is within the vehicle at the time, in order to make that magically unexpected trip to the nearest hospital extra easy--

      The crystal is meant to be used primarily in emergencies and aids in ensuring the survivability of those who use it. Course? It also makes for a great 'get outta jail free' card, just in case all those breakneck-hospital trips catch the wrong kinda cops attention.

  • Chrysocoin of Comfort - [Distributed by Sailor Fang]

      A small, exquisitely carved, wooden coin with a chrysocyon paw carved into it. The coin itself is a light wood, almost birch in appearance, and the paw is stained to a rich mahogany dark shade. Rub the coin over the paw, and a feeling of comfort will embrace you, as if you've just had a long conversation with a good friend of yours. It can be used once per day, and the magic lasts for up to ten minutes in non battle environments.

  • Personal H/C Device - [Distributed by Mauvian Mlinzi with assistance from Mauvian Ash]

      Designed as a small bicolored little pin that secures to the inside of collars, lapels, and even hems of their owners. One side is red and the other blue with a tiny slider that can click between the two colors. When worn, the pin must be secured in order to work, the devices can create a thin electrical barrier over the skin to regulate temperature and best suit the wearer’s comfort level depending on which ‘color’ the slider is on. Red for heating, blue for air conditioning. When these little devices are created the blueprints state that they need to be as close to skin as possible so they can read vitals and temperature to know when to magically present either heat or cold to help regulate its wearer. We don’t want to over heat or freeze anyone by accident.

      They cannot work against magical attacks or magical/meta environments/in battle because the system overloads and will need to be replaced, but it can work in Destiny City and on homeworlds/wonders. It can only work in events with the host’s approval. The item cannot distinguish between individual wearers so it is not locked to any person. If you're not careful it could fall off or get lost. Any non civilian character can use the item once it is made. The item is magically self-charging. It can run on a 1:1 charge to usage time; it can run for twelve hours straight before it needs to recharge and it will need 12 hours to reach full charge after that.

      Created by Mel and Ash; blueprint is available for download by all Order characters and can be customized into any small wearable, including rings, necklaces, charms, etc. as long as they ultimately rest against or in very close contact to the skin. While designed for Order characters, it is possible for a lost or discarded Personal H/C Device to be picked up by a character from another faction. Chaos character who can use it for themselves, or take it apart to understand how it works and create their own versions


    More information about Player Distributed Items and Player Event Items will be available in the future!


The Space Cauldron

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