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Harvest
This item must be present in the inventory of an unnatural hybridized animal (ie. a hybrid that cannot exist in the real world, such as a wolf/fox cross, a bobcat/mountain lion cross, etc). This does not apply to natural hybrids, such as savannah cats, wolfdogs, and so on. Before roleplaying a hybrid, please read our guide to litters and hybrids in the Codex. All unnatural hybrids are infertile.
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COSMETIC MUTATIONS Harvest
Mutations that give your character no advantages. They are purely cosmetic. Examples: unrealistic eye/pelt colors, feathers, flowers growing in the fur, etc.
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47
NEUTRAL MUTATIONS Harvest
Mutations that give your character an advantage, but the advantage is neither offensive nor defensive. Examples: wings, extra eyes, extra limbs, etc.
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DEFENSIVE MUTATIONS Harvest
Mutations that give your character a defensive advantage. Examples: quills, barbs, armor plating, etc.
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OFFENSIVE MUTATIONS Harvest
Mutations that give your character an offensive advantage. Examples: fangs, horns, talons, etc.
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CHAMELEON GENE — 10% Harvest
The ability to change body color and eye color at will; any pattern or color is acceptable. Colors can be manipulated to camouflage into the environment, but a character may still be discovered.
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PUFF-ADDER GENE — 10% Harvest
The ability to suppress scent using chemical crypsis. Metabolic rate is always low, which helps in producing less odor. As a result, the animal may gain weight faster than normal.
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JELLYFISH GENE — 10% Harvest
The ability to produce light using bioluminescence. The animal naturally creates a substance called luciferin, which reacts with oxygen to make the body glow. This light can be made bright enough to blind others. Blinding another animal uses up all luciferin, which extinguishes the glow entirely for up to 3 hours.
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FLOWERING GENE — 10% Harvest
The ability to grow small flowers wherever a character steps. Pawpads function as parent flowers, which produce small seeds. each step dislodges a few of these seeds, scattering them into the earth. The plants will sprout, bud, and flower within only 10 seconds. They will last 30 minutes before dying and retreating back into the soil. If pollinated, they will remain indefinitely.
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AURA SIGHT — 10% Harvest
The ability to see the souls of other beings in the form of an aura. Animals with this ability will be able to perceive negativity or corruption in the souls of others. If pain in a soul is strong enough, it may be felt; this applies to mental or physical pain. Animals with this ability can make their own aura visible to others! The cosmetic appearance of an aura can vary.
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SLUG GENE — 20% Harvest
The ability to create a freshwater coating over the body. The animal uses a heightened metabolic water production ability to create this coating. The water appears at the tips of fur/skin in the form of many fresh, cold droplets; when enough water is produced, it may be collected, then used as normal water.
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VAMPIRE-BAT GENE — 20% Harvest
The ability to consume blood. Bacteria in the stomach allow the animal to remain healthy on a blood-only diet, bypassing bloodborne illness. Chemicals in the animal's saliva numb the wound and prevent clotting. Infrared sensors in the nose help it follow heat signatures. If a character with the vampire-bat ability does not drink blood for two full days, it will starve to death.
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BLOODHOUND GENE — 20% Harvest
The ability to more effectively scan terrain using the nose. It can be used to track scent trails up to 14 days old, and a trail can be tracked for up to 130 miles. This ability will not work on a character who uses the puff-adder ability.
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CONE-SNAIL GENE — 20% Harvest
The ability to inject a sleeping venom through fangs, fin rays, spines, or otherwise. The venom puts animals to sleep by use of enhanced peptides. Small doses of sleep-venom will put an animal to sleep quickly, but it will not stay asleep for long. Large doses of sleep-venom take longer to put an animal to sleep, but the animal will remain asleep for many hours.
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CRAB GENE — 20% Harvest
The ability to grow and utilize a pair of gills. The animal still retains a pair of lungs, which allows it to breathe both on land and in water. Sometimes an animal with the fish gene will also grow webbing between the toes.
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BETTA GENE — 20% Harvest
The ability for an aquatic animal to breathe oxygen by use of an enhanced labyrinth organ. The animal still retains its gills, which allows it to breathe both on land and in water. An animal with the betta gene will still need to keep its slime coat intact by visiting water sources occasionally.
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WHALE GENE — 20% Harvest
The ability to greatly louden the voice at will. An animal may still speak at a normal volume, but vocalizations can also reach much greater decibels than average. Air is passed through a structure in the head called the phonic lips, which can consciously be controlled with great sensitivity to produce very loud noise. Any vocalization may be amplified to be heard up to three miles away.
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TARANTULA GENE — 20% Harvest
The ability to utilize parts of the body as projectiles. While this ability originated from tarantulas shooting tiny stinging hairs, due to genetic mutation, the projectile strength has been heightened. An animal may dislodge and shoot quills, spikes, hairs, feathers, or otherwise at will. However, the "ammo" must grow back, and as the body works to repair itself, the animal will need to consume a larger amount of food. It is therefore unwise to use this ability when food is short.
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CHARACTER BOND — 30% Harvest
The ability for the soul to bond to another soul; the bond is forged at birth. Bonded characters do not have to share the same parents, nor do they even have to know one another. When bonded, the animals can feel each other's emotions, communicate telepathically, and send brief snippets of what they are seeing to one another. This bond can only be severed by death.
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MIXED VENOM GENE — 30% Harvest
The ability to inject venom through fangs, fin rays, spines, or otherwise. Offensive venom (fangs, saliva, etc) can cause pain, vomiting, fever, convulsions, paralysis, and sometimes even death. Defensive venom (spines, fin rays, etc) can cause pain, swelling, and muscle problems, but will never kill. Damage dealt in battle is up to the roleplayers involved.
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MOLE GENE — 30% Harvest
The ability to burrow into the earth and survive underground for long periods of time. Claws are often out-turned, allowing the animal to scoop soil more effectively. Animals with this ability are tolerant to high levels of carbon dioxide, and can therefore rebreathe their own air.
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OCTOPUS GENE — 40% Harvest
The ability to compress and expand the body at will. Muscle and bone structure soften considerably, but organs can lose function if too much growth or shrinkage occurs, causing severe pain and even sudden death. The animal can only comfortably grow or shrink by double its original size.
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OWL GENE — 40% Harvest
The ability to enhance hearing, sight, and stealth. The ears are slightly asymmetrical, allowing the animal to more accurately pinpoint sound; the eyes are extremely farsighted, allowing for fantastic binocular vision; night vision is heightened; and soft fur absorbs minor sound frequencies. Despite these enhanced senses, animals who have this ability struggle to see clearly up close.
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BUTTERFLY GENE — 50% Harvest
The ability to transform from one animal (ex. domestic cat, 10 lbs) into another animal of similar weight (ex. siberian husky, 35 lbs). The new animal's weight must be within 25 lbs of the old animal's weight. Shapeshifting is risky; it takes 24 hours to shift, and if the shifter is attacked, the metamorphosis will fail and revert to the previous body. After shifting, the shifter will feel very tired, sick, and weak, so shapeshifting many days in a row without consequence is impossible.
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MENTAL LINK — 50% Harvest
The ability to connect directly to another character's soul, opening up a new channel of mental communication. Only one character needs to have this ability to begin a telepathic conversation. Using telepathy too often can cause severe headaches.
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PARASITIC GENE — 50% Harvest
The ability to house and inject a parasitic bacteria into other characters through open wounds. Functioning as a form of possession, the parasite will swiftly take over its host within 30 minutes, disrupting brain activity. Affected characters will struggle to think and function for up to 3 hours. The bacteria will not survive longer than 3 hours.
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SALAMANDER GENE  — 50% Harvest
The ability to heal otherwise unmendable wounds. limbs, organs, and even the brain can be regenerated. This process takes approximately 40-50 days to finish, and the healed limb may not look perfectly symmetrical.
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ELECTRIC-EEL GENE — 60% Harvest
The ability to shock another animal by use of an electric organ. The animal can control if its jolts are low or high voltage. The highest voltage an animal can achieve is 850 volts / 1 amp, which produces a brief and painful numbing shock (similar to a stun gun). Multiple shocks can cause heart failure. Touching the animal can cause a mild static shock.
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DREAMWALKING — 60% Harvest
The ability to connect to a sleeping soul and walk in their dreams. The dreamer may be influenced by the dreamwalker. This ability may be paired with the aura sense ability to purposefully walk in nightmares. Animals having nightmares will show visible negativity in their auras.
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FIRECRACKER GENE — 70% Harvest
The ability to produce explosive fumes as a result of a poison-based diet. This gas replaces exhaled carbon dioxide. When breathed, special teeth in the animal's mouth strike together to alight the gaseous stream into fire. Due to the close proximity of the flames, animals with this gene are naturally heat-resistant. The power of the flames depends on the amount of poison an animal consumed in the past 24 hours, so the gas reserve is not infinite.
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THE SIGHT — 70% Harvest
The ability to see spirits walking the earth. Spirits will sometimes haunt the character, plaguing them with prophetic dreams of the future. Some 'prophecies' will come true, but many are fabricated lies. It's hard to tell the difference between true futures and fabricated futures.
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