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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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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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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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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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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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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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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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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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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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Imagine sitting around in a discord chat for your level design class's lab time. What a time to be alive lol