Not your average creature [mission, private].
Jul 24, 2019 7:40:12 GMT -7
Post by Minoru Hyuuga on Jul 24, 2019 7:40:12 GMT -7
[Enter Minoru and animal companions]
"I think this is the place" muttered the male as they walked closer to the cave. They were south-east of Konohagakure no Sato. In the said area was a forest with numerous animals.
One of the smaller mountains here hosted a large cave. They were bound to found some animals here.
'Pretty sure bats hibernate or migrate during the winter. I guess there is only one way to find out. BYAKUGAN!'.
His eyes widened as the chakra activated his heritage. Minoru zoomed in at the cave that was 40 feet in front of them.
Shimoko and Toshio were looking as well. Both of them were able to fight or find a smaller bat.
'I hope there are some bats sleeping in here. Should make it easier to catch them. Furthermore, they are interesting creatures' thought the young man.
Pale purple eyes scanned the entrance of the cave. His animal companions were doing the same. Were there any bats there? Or at least signs of them living there?
"I think this is the place" muttered the male as they walked closer to the cave. They were south-east of Konohagakure no Sato. In the said area was a forest with numerous animals.
One of the smaller mountains here hosted a large cave. They were bound to found some animals here.
'Pretty sure bats hibernate or migrate during the winter. I guess there is only one way to find out. BYAKUGAN!'.
His eyes widened as the chakra activated his heritage. Minoru zoomed in at the cave that was 40 feet in front of them.
Shimoko and Toshio were looking as well. Both of them were able to fight or find a smaller bat.
'I hope there are some bats sleeping in here. Should make it easier to catch them. Furthermore, they are interesting creatures' thought the young man.
Pale purple eyes scanned the entrance of the cave. His animal companions were doing the same. Were there any bats there? Or at least signs of them living there?
Mission Minoru has taken:
Animal hunt!
Rank: C/B
Danger: Depends on the animal hunted.
Posting Minimum: N/A
Minimum participants 1
Maximum participants: 3
Description: To try and boost the useage of the Research facility within Konohagakure, the Godaime has requested for people to go about the world, searching for animals which could be of use in the future, say if someone wanted to breed more within Konohagakure or perhaps make some poisons which could be of use. Shinobi will be asked to capture the live animals, and to bring them to the Research facility where they will be accomodated. On another note, if the shinobi in question already has the animals, searching won't need to be necessary, unless they don't have the minimum of animals. Animals of which Konoha already owns 2 examples will not be accepted unless the animal is of a gender Konoha does not already have.
How to complete: Go to other countries and capture animals for the Facility. The C-Ranked version asks for a minimum of 1 animal, whilst the B-Rank asks for a minimum of 3.
Reward: 65% of what the buying price is for the animals.
Number of animals found: 0/3.
Animal hunt!
Rank: C/B
Danger: Depends on the animal hunted.
Posting Minimum: N/A
Minimum participants 1
Maximum participants: 3
Description: To try and boost the useage of the Research facility within Konohagakure, the Godaime has requested for people to go about the world, searching for animals which could be of use in the future, say if someone wanted to breed more within Konohagakure or perhaps make some poisons which could be of use. Shinobi will be asked to capture the live animals, and to bring them to the Research facility where they will be accomodated. On another note, if the shinobi in question already has the animals, searching won't need to be necessary, unless they don't have the minimum of animals. Animals of which Konoha already owns 2 examples will not be accepted unless the animal is of a gender Konoha does not already have.
How to complete: Go to other countries and capture animals for the Facility. The C-Ranked version asks for a minimum of 1 animal, whilst the B-Rank asks for a minimum of 3.
Reward: 65% of what the buying price is for the animals.
Number of animals found: 0/3.
Jutsus used [Minoru]:
Byakugan. Has learned the jutsu four times.
Rank: “C” Rank (special, see description).
Skill: Ninjutsu.
Effect: An jutsu when activating allows the user the ability to constantly see chakra.
Special: ---
Drawback: May learn at a maximum of 5 times.
Description: An eye jutsu for the Hyūga clan. When activating the user's eyes dilate in the same white colour as veins bulge out of the corner of the eyes. The user can activate this technique as a “C” Rank technique taking up hand seals. The user is able to see through and thus ignore lighter forms of concealment, such as smoke or mist. The user may concentrate for an amount of hand seals equal to a “C” Rank technique while their byakugan is active to gain the see chakra and see through chakra effects for as long as the user concentrates and their byakugan remains active. Deactivating this ability takes up no movements. When the user learns this technique the first two times, they train it as a regular “C” Rank jutsu. When the user learns this technique the second two times, they train it as a “C” Rank jutsu +10 training points. When the user learns this technique the last time, they train it as a “C” Rank jutsu +20 training points.
Limit: Must be in the Hyūga clan.
Jutsus used [Toshio and Shimoko]:
Detect evil.
Rank: “C” Rank.
Skill: Taijutsu.
Effect: A technique where an animal companion is able to sense if there is evil in a person by using their animal instincts.
Special: ---
Drawback: ---
Description: An animal has a keen sense that no other person has. With this type of keen sense it can read one's body type, feel the intentions emitting from the body, as well as get an understanding of everything. It doesn't matter what a person does, the way they stand, how calm they are, how much they move, how they walk, or even the heartbeat of the person, an animal is able to sense the type of person they are. With this technique the animal is capable of figuring out of the person is perhaps an Evil intentioned character. This will help the animal feel threatened or feel more at eased, or to perhaps not even care or feel if one is perhaps suspicious in some way.
Limit: Must have an animal companion.
Uncanny dodge [70 TP].
Rank: “B” Rank.
Skill: Supplementary.
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any defensive benefits if the attacker is invisible. The user still loses their defensive benefits if they are immobilized. A user with this ability can still lose their defensive abilities if an opponent successfully uses a feint attack. If the user already knows uncanny dodge from a different source, they may automatically learn improved uncanny dodge.
Limit: Must be a brawler.
Skills used [Minoru]:
Tracking: 87/125 [Expert].
Rank: "D"
Skill: Sophisticated Skill
Effect: User excels at following trails and tracks left by others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use this skill to follow the trail of animals and other persons. Simply put, a successful Tracking check means the character found a trail, while failure means they did not. If the character fails this initial skill check, they can attempt another Tracking check - provided that they spend at least 30 minutes attempting to pick up the trail again. If the user fails this second check, the user simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into two or crossing water are examples why a character might need another Tracking check. Some practical applications of Tracking follow:
Limit: Must learn from Skills.
Observation: 77/125 [Expert].
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
Lore, Creature [forest]. 106/125[master].
Rank: "E"
Skill: Academia Skill
Effect: This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Region (declared when the skill is chosen) to gain knowledge of Creatures. A character may acquire additional Regions by choosing this skill again. This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has. Actions show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behavior can even indicate the location of a water hole, herds, predators, or impending danger, such as a forest fire. Each Creature has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Creature. If the user succeeds they know what the creature is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the creature and are unable to try again. If the user fails by 21 or more they will gain false information, like a different creature. Synergy: A user with Lore, Creature gives a +5 per Mastery Level Synergy Bonus to Animal Husbandry to the specific Region.
Limit: Must learn from Skills.
Byakugan. Has learned the jutsu four times.
Rank: “C” Rank (special, see description).
Skill: Ninjutsu.
Effect: An jutsu when activating allows the user the ability to constantly see chakra.
Special: ---
Drawback: May learn at a maximum of 5 times.
Description: An eye jutsu for the Hyūga clan. When activating the user's eyes dilate in the same white colour as veins bulge out of the corner of the eyes. The user can activate this technique as a “C” Rank technique taking up hand seals. The user is able to see through and thus ignore lighter forms of concealment, such as smoke or mist. The user may concentrate for an amount of hand seals equal to a “C” Rank technique while their byakugan is active to gain the see chakra and see through chakra effects for as long as the user concentrates and their byakugan remains active. Deactivating this ability takes up no movements. When the user learns this technique the first two times, they train it as a regular “C” Rank jutsu. When the user learns this technique the second two times, they train it as a “C” Rank jutsu +10 training points. When the user learns this technique the last time, they train it as a “C” Rank jutsu +20 training points.
Limit: Must be in the Hyūga clan.
Jutsus used [Toshio and Shimoko]:
Detect evil.
Rank: “C” Rank.
Skill: Taijutsu.
Effect: A technique where an animal companion is able to sense if there is evil in a person by using their animal instincts.
Special: ---
Drawback: ---
Description: An animal has a keen sense that no other person has. With this type of keen sense it can read one's body type, feel the intentions emitting from the body, as well as get an understanding of everything. It doesn't matter what a person does, the way they stand, how calm they are, how much they move, how they walk, or even the heartbeat of the person, an animal is able to sense the type of person they are. With this technique the animal is capable of figuring out of the person is perhaps an Evil intentioned character. This will help the animal feel threatened or feel more at eased, or to perhaps not even care or feel if one is perhaps suspicious in some way.
Limit: Must have an animal companion.
Uncanny dodge [70 TP].
Rank: “B” Rank.
Skill: Supplementary.
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any defensive benefits if the attacker is invisible. The user still loses their defensive benefits if they are immobilized. A user with this ability can still lose their defensive abilities if an opponent successfully uses a feint attack. If the user already knows uncanny dodge from a different source, they may automatically learn improved uncanny dodge.
Limit: Must be a brawler.
Skills used [Minoru]:
Tracking: 87/125 [Expert].
Rank: "D"
Skill: Sophisticated Skill
Effect: User excels at following trails and tracks left by others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use this skill to follow the trail of animals and other persons. Simply put, a successful Tracking check means the character found a trail, while failure means they did not. If the character fails this initial skill check, they can attempt another Tracking check - provided that they spend at least 30 minutes attempting to pick up the trail again. If the user fails this second check, the user simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into two or crossing water are examples why a character might need another Tracking check. Some practical applications of Tracking follow:
Limit: Must learn from Skills.
Observation: 77/125 [Expert].
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
Lore, Creature [forest]. 106/125[master].
Rank: "E"
Skill: Academia Skill
Effect: This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Region (declared when the skill is chosen) to gain knowledge of Creatures. A character may acquire additional Regions by choosing this skill again. This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has. Actions show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behavior can even indicate the location of a water hole, herds, predators, or impending danger, such as a forest fire. Each Creature has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Creature. If the user succeeds they know what the creature is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the creature and are unable to try again. If the user fails by 21 or more they will gain false information, like a different creature. Synergy: A user with Lore, Creature gives a +5 per Mastery Level Synergy Bonus to Animal Husbandry to the specific Region.
Limit: Must learn from Skills.
Animal Minoru and animal companions are looking for:
Bat, General, Common
Rank: "C"
Type: Common, Tiny, Animal
Effect: Common bat, a flying rodent, capable of flight, with sharp fangs, capable of bite attacks.
Special: Preparation: ---; Duration: ---
Drawback: ---
Description: Also known as Flying Rat. Bats are common animals in many parts of the world. Ordinary bats are quite deadly with almost 2000 different species of bats, they range in size between 2" wingspans to 15' or more. The body of a bat resembles a rodent, while the wings are formed of extra skin stretched across the forearms. Despite the common belief that bats are blind, their eyesight is quite good. In the dark they rely upon their natural sonar to get around and locate prey. The sonar bounces off of objects, allowing them to locate even invisible creatures. Ordinary bats only attack if cornered. If startled, bats tend to swarm and fly into things (1% chance per bat), disrupting Jutsu Performing, inhibiting weapon wielding, and blinding. Normal bats are active in warm, humid climates and in temperate zones during warm seasons. Their metabolism is so high, that during half of the year, they need to hibernate in cold, protected places where their bodies can shut down to a deathlike state. If aroused during hibernation, they are likely to die because of the shock to their metabolism. Other bats prefer warm, humid caves. Some of these species hibernate during the cold season. Usually, when sleeping, they dwell in caves, but they may wander into homes, castles, dungeons or other areas where they feel safe. There they bear their young and rest during the day. Most bats eat fruits or insects, although some include small fish, animals and or iron rations. The rare vampire bat travels at night to drink the warm blood of living mammals. They will not usually bite large prey, but they have been known to occasionally bite a sleeping person in the wilderness. These bites usually do not cause much damage, (4 Armour Points) but there is a 1% chance per point of damage the bat may pass on rabies to its victim. They cannot bite through armor. It takes them 3 rounds to bite through leather, but only one to bite through cloth. Rot grubs, carrion grubs and other denizens of guano will often nest in large bat caves amidst the fields of guano.
Yields: Common General Bats produce bat droppings. Bat Droppings is used for alchemical purposes. Each day a bat produces up to 1 standard shot of bat droppings. Bat hide can be used to create leather items. Hardness: 2; Armour Points/Inch: 10; Armour Class: -4. Bats produce 125 Ryo of Hide material cost for items. Apparel and other items cost normal price. Armour items cost 1/4 normal price.
Diet: Omnivore; Intelligence: Animal; Activity: Night; Alignment: Neutral; Organization: Swarm; Number Appearing: 1-100; Region: Any Regions; Identification: Easy; Cultivation: Easy; Skills: ---; Innate Abilities: Blindsense 6 meters. Low-Light Meters. Fly "B".
Limit: Must know Creature Lore for All Regions. 80% chance in finding.
Cost: 2,000 Ryo per Animal; 2,000 Ryo per Standard-shot of Bat Dropping; 125 Ryo per Animal (Hide Material).
Bat, General, Common
Rank: "C"
Type: Common, Tiny, Animal
Effect: Common bat, a flying rodent, capable of flight, with sharp fangs, capable of bite attacks.
Special: Preparation: ---; Duration: ---
Drawback: ---
Description: Also known as Flying Rat. Bats are common animals in many parts of the world. Ordinary bats are quite deadly with almost 2000 different species of bats, they range in size between 2" wingspans to 15' or more. The body of a bat resembles a rodent, while the wings are formed of extra skin stretched across the forearms. Despite the common belief that bats are blind, their eyesight is quite good. In the dark they rely upon their natural sonar to get around and locate prey. The sonar bounces off of objects, allowing them to locate even invisible creatures. Ordinary bats only attack if cornered. If startled, bats tend to swarm and fly into things (1% chance per bat), disrupting Jutsu Performing, inhibiting weapon wielding, and blinding. Normal bats are active in warm, humid climates and in temperate zones during warm seasons. Their metabolism is so high, that during half of the year, they need to hibernate in cold, protected places where their bodies can shut down to a deathlike state. If aroused during hibernation, they are likely to die because of the shock to their metabolism. Other bats prefer warm, humid caves. Some of these species hibernate during the cold season. Usually, when sleeping, they dwell in caves, but they may wander into homes, castles, dungeons or other areas where they feel safe. There they bear their young and rest during the day. Most bats eat fruits or insects, although some include small fish, animals and or iron rations. The rare vampire bat travels at night to drink the warm blood of living mammals. They will not usually bite large prey, but they have been known to occasionally bite a sleeping person in the wilderness. These bites usually do not cause much damage, (4 Armour Points) but there is a 1% chance per point of damage the bat may pass on rabies to its victim. They cannot bite through armor. It takes them 3 rounds to bite through leather, but only one to bite through cloth. Rot grubs, carrion grubs and other denizens of guano will often nest in large bat caves amidst the fields of guano.
Yields: Common General Bats produce bat droppings. Bat Droppings is used for alchemical purposes. Each day a bat produces up to 1 standard shot of bat droppings. Bat hide can be used to create leather items. Hardness: 2; Armour Points/Inch: 10; Armour Class: -4. Bats produce 125 Ryo of Hide material cost for items. Apparel and other items cost normal price. Armour items cost 1/4 normal price.
Diet: Omnivore; Intelligence: Animal; Activity: Night; Alignment: Neutral; Organization: Swarm; Number Appearing: 1-100; Region: Any Regions; Identification: Easy; Cultivation: Easy; Skills: ---; Innate Abilities: Blindsense 6 meters. Low-Light Meters. Fly "B".
Limit: Must know Creature Lore for All Regions. 80% chance in finding.
Cost: 2,000 Ryo per Animal; 2,000 Ryo per Standard-shot of Bat Dropping; 125 Ryo per Animal (Hide Material).