On the hunt again
Sept 11, 2017 15:12:22 GMT -7
Post by Deleted on Sept 11, 2017 15:12:22 GMT -7
7%
Lizard, Shocker
Rank: "A"
Type: Very Rare, Small, Mystical Beast
Effect: Small lizards capable of minor electrical discharges. When several co-operate, the results can be devastating.
Special: Preparation: ---; Duration: Instant
Drawback: ---
Description: This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. With Electricity Sense, Shocker lizards automatically detect any electrical discharges within 33 meters. Shocker lizards can deliver an electrical shock to a single opponent within 2 meters. This attack deals 8 Armour Points of nonlethal electricity damage to living opponents. Additionally, if two or more shocker lizards are within 6 meters of each other, they can work together to create a lethal shock once every 4 rounds. This effect has a radius of 6 meters, centered on any one contributing lizard. All creatures within that radius take 16 Armour Points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 96 (8 Armour Points Each creature). A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature—but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size. A shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade’s discharges and attempt to administer lethal shocks to their foe. Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who are not themselves immune to electricity.
Yields: Shocker Lizard is a rare delicacy. It has a "shocking" taste to it. 1d4 x2 cups of meat is found on small Shocker Lizards. Alchemically processed Shocker Lizard blood amplifies the power of Jutsus with Electrical ability. The Class Level for the Jutsu is increased by +1. 2 Cups of Blood is found on a Shocker Lizard. 1 Standard-Shot is needed to take effect. A user can use up to 2 doses of Shocker Lizard of Shocker Lizard blood when performing an Electrical Jutsu (increasing the Class Level by +2). Duration of this potion is 1d10 rounds, and affects all Electrical Jutsus for this duration. Electrical Gland may be removed for electrical purposes. Electrical gland carries enough component equal to 8 thumb-vials. 1 thumb-vial is needed per electrical creation. 1 thumb-vial increases electrical damage by 1 per 6 Armour Points of Damage, or increases Energy Resistance by 1 per 6 Points of Energy Resistance found in Alchemical Items. Shocker Lizard hide can be used to create leather items. Shocker Lizard hide can be used to create Lightning Cloak. Hardness: 2; Armour Points/Inch: 10; Armour Class: -4. Shocker Lizards produce 500 Ryo of Hide material cost for items. Apparel and other items cost normal price (+50% for Material Cost). Armour items cost 1/4 normal price.
Diet: Carnivore; Intelligence Semi; Activity: ; Alignment: Neutral; Organization: Colony; Number Appearing: 7-12; Region: Swamp; Identification: Easy; Cultivation: Very Difficult; Skills: —; Innate Abilities: Darkvision 20 meters. Electricity Sense. Low-light Vision. Natural Armour +3. Immune: Electricity. Shock.
Limit: Must know Creature Lore for Swamp Regions. 7% chance in finding.
Cost: 28,000 Ryo per Creature; 625 Ryo per Cup of Meat; 5,000 Ryo per Cup of Blood (19,000 Ryo per Dose); 500 Ryo per Thumb-Vial of Electrical Gland Component; 500 Ryo per Creature (Hide Material).
Shiki stepped out into the marsh where he was going to start the long and arduous process of another long hunt. This was going to be after a very special creature that he had read about in his monster hunting books. This was going to be the hunt for a shocker lizard. If he was going to become the strongest lightning user on the planet he would need to come up with ways to enhance his powers beyond a normal means.
Lizard, Shocker
Rank: "A"
Type: Very Rare, Small, Mystical Beast
Effect: Small lizards capable of minor electrical discharges. When several co-operate, the results can be devastating.
Special: Preparation: ---; Duration: Instant
Drawback: ---
Description: This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. With Electricity Sense, Shocker lizards automatically detect any electrical discharges within 33 meters. Shocker lizards can deliver an electrical shock to a single opponent within 2 meters. This attack deals 8 Armour Points of nonlethal electricity damage to living opponents. Additionally, if two or more shocker lizards are within 6 meters of each other, they can work together to create a lethal shock once every 4 rounds. This effect has a radius of 6 meters, centered on any one contributing lizard. All creatures within that radius take 16 Armour Points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 96 (8 Armour Points Each creature). A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature—but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size. A shocker lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade’s discharges and attempt to administer lethal shocks to their foe. Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who are not themselves immune to electricity.
Yields: Shocker Lizard is a rare delicacy. It has a "shocking" taste to it. 1d4 x2 cups of meat is found on small Shocker Lizards. Alchemically processed Shocker Lizard blood amplifies the power of Jutsus with Electrical ability. The Class Level for the Jutsu is increased by +1. 2 Cups of Blood is found on a Shocker Lizard. 1 Standard-Shot is needed to take effect. A user can use up to 2 doses of Shocker Lizard of Shocker Lizard blood when performing an Electrical Jutsu (increasing the Class Level by +2). Duration of this potion is 1d10 rounds, and affects all Electrical Jutsus for this duration. Electrical Gland may be removed for electrical purposes. Electrical gland carries enough component equal to 8 thumb-vials. 1 thumb-vial is needed per electrical creation. 1 thumb-vial increases electrical damage by 1 per 6 Armour Points of Damage, or increases Energy Resistance by 1 per 6 Points of Energy Resistance found in Alchemical Items. Shocker Lizard hide can be used to create leather items. Shocker Lizard hide can be used to create Lightning Cloak. Hardness: 2; Armour Points/Inch: 10; Armour Class: -4. Shocker Lizards produce 500 Ryo of Hide material cost for items. Apparel and other items cost normal price (+50% for Material Cost). Armour items cost 1/4 normal price.
Diet: Carnivore; Intelligence Semi; Activity: ; Alignment: Neutral; Organization: Colony; Number Appearing: 7-12; Region: Swamp; Identification: Easy; Cultivation: Very Difficult; Skills: —; Innate Abilities: Darkvision 20 meters. Electricity Sense. Low-light Vision. Natural Armour +3. Immune: Electricity. Shock.
Limit: Must know Creature Lore for Swamp Regions. 7% chance in finding.
Cost: 28,000 Ryo per Creature; 625 Ryo per Cup of Meat; 5,000 Ryo per Cup of Blood (19,000 Ryo per Dose); 500 Ryo per Thumb-Vial of Electrical Gland Component; 500 Ryo per Creature (Hide Material).
Shiki stepped out into the marsh where he was going to start the long and arduous process of another long hunt. This was going to be after a very special creature that he had read about in his monster hunting books. This was going to be the hunt for a shocker lizard. If he was going to become the strongest lightning user on the planet he would need to come up with ways to enhance his powers beyond a normal means.