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Sikota Urinakano

Arzuros Hunt (Open Sign Ups

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The following is the one of what multiple relatively short roleplays based on the video game series Monster Hunter. Prior knowledge is helpful, but not required.

 

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Arzuros. Forest and mountain dwelling beasts found in humid regions. Though known more for fishing and standing upright to collect honey, their thick claws and heavy forearm plating allow them to deliver powerful blows to any aggressor.

 

 

Four heroes who specialize in the hunting of rare monsters such as these gather to embark on a quest to slay the beast, or better yet, bring it back alive. 

 

Mechanics: 

 

The first four to sign up to this roleplay will be the ones able to participate (don’t worry, may or may not post more hunts in the future). I will likely provide  a map of the hunting grounds once the roleplay starts. Being small and short, we’ll keep it to this thread. The four hunters will band together to fight the more powerful monster. They are allowed their weapon and armor, and an assortment of helpful items such as restorative potions, traps (such as pitfall or shock) and tranquilizing smoke bombs, as well as flash grenades and concussive sonic bombs. Hand thrown paintballs are commonly used to help track the monsters via scent. Also food. Food is nice to have.

 

 

Rules:

 

 

-General KH13 Roleplaying rules apply

-This will be a cooperative roleplay. The four of you against the one of me. You may make your best attempts, but the monster will only die when I decide it’s killable. You also may die, but more likely will simply be forced to retreat.

-You’re only human. Albeit as a hunter, you’re a bit of a superhuman. Don’t god mod too much however, even if you are fighting an incredibly powerful monster.

-Put "let’s hunt!” at the end of your sign up sheet to ensure you know what you’re getting into

 

 

Character Templates:

 

 

Name:

Age:

Gender:

Appearance:

Weapon:

Style:

 

 

 

Weapons:

 

 

Sword and Shield

 

Also known as the SnS, this type of weapon uses speed and agility to inflict long combinations of status-inflicting attacks quickly. A hunter is able to perform a rolling dodge, is able to run normally with the weapon drawn, and is able to suppress weak attacks with the shield while blocking. The hunter can also use an item while the sword is drawn. While they are the fastest and most agile kinds of weapons, Swords and Shields typically have very weak raw damage. To compensate for this, the SnS attacks quickly and many of the weapons in this category are imbued with powerful elemental properties or cause Poison, Sleep or Paralysis. This makes them one of the best melee weapon to induce status effects.

 

 

Dual Blades

 

High speed cutting weapons able to deal small amounts of damage in even smaller amounts of time. Unable to block, but enable evasive and aggressive tactics. The two swords are sometimes imbued with separate unique elemental/status properties allowing even greater versatility, or matching for effectiveness. Dual Blade users are able to temporarily go into a demonic state, appropriately referred to as Demon Mode in which the hunter’s strength and speed are drastically increased for a short period of time. If their use of Demon Mode is effective enough, they are able to exit into Archdemon Mode. Less effective, but longer lasting.

 

 

Great Sword

 

An almost unwieldily large blade able to strike powerfully given the time to swing. It greatly slowly the user during combat, but makes up for it with raw power. As a weapon which has its own depth of usage and requires a certain amount of training to be able to master and fully use, the Great Sword is not just any big pointy stick. It can also be used defensively, but entirely effectively. Users are able to hold the weapon in a ready position and focus their power into a single powerful strike.

 

 

Long Sword

 

Having moderately high attack power combined with mobility means having some drawbacks, however. Since its departure from the Great Sword family, the Long Sword has no ability to guard against attacks by any means, aside from the standard dodge rolls. Thus, the hunter must be aggressive enough to know when and where to attack, while being cautious enough to know when to cease attacks and dodge. The Long Sword has a short delay after most attacks, but balances this with a back-hop/wide swing attack (known officially as the "Fade Slash") which can be performed after any attack, allowing fluidity. The hunter must take some risks, in order to fill up his Spirit, which, once full, increases damage dealt and enables the sword to unleash a powerful Spirit Combo: a fast combo with 5 attacks that can be extended for up to 7 hits, and can be canceled out or finished at any time with a Fade Slash.

 

 

Hammer

 

Staunch and resilient, the hammer is perhaps the first representative weapon-of-choice to dictate pure, unadulterated damage directly to the target. In this field, the weapon's typical attributes allow a hunter to run openly with the weapon drawn, perform short-range, almost "bunting" and swing attacks with their initial attack buttons, and the ability to charge up different types of swings while moving. As the hammer class has immense damage potential, and indeed, some of the outright highest raw damage in the game, the weapon boasts no defensive or evasive capabilities aside from the standard rolling dodge maneuver. A sense of timing is needed to master the weapon's true damaging traits: releasing charged swings while timing and aiming diligently against the foe's movements. No easy task.

 

 

Hunting Horn

 

A support style weapon that functions similarly to the hammer, though is a little more inhibiting and not as powerful. This balanced, however, by the Horn’s ability to play songs that apply various boosts to the wielder and their teammates.

 

 

Lance

 

long weapons that can strike from a distance. The lance is always accompanied by a large shield which generally grants a powerful defense against most attacks. Although slow and difficult to travel with, the weapon's damage output can be impressive. Common tactics include include waiting to block attacks and strike back with either a shield bash or a powerful thrust. When the window is open, lancers will also charge headlong in a straight line to cover distance quickly and strike powerfully.

 

 

Gunlance

 

long, piercing weapons with a mechanism inside which can fire an explosive round. This is called Shelling. Unlike Bowguns, the Gunlance cannot fire over distances. The Shelling ability can only be used from close range. The use of the weapon is largely similar to the original Lance unable to counter or charge very effectively however. They are also able to charge up, indicated by the radiating energy at the tip of the lance, and dish out a strong explosive attack referred to as Wyvern's Fire.

 

 

Switch Axe

 

A powerful melee weapon, capable of such momentum that the hunter swinging it is dragged around by the momentum of each swing. Described as a marvel of technology capable of phantasmagorical might. The weapon has transformation capabilities, with one blade shifting while being sheathed as well as sliding to a different position to change its attack style. In its secondary form, the weapon behaves far differently from its standard variation and uses a phial of specialized coating to add certain effects to the weapon. The weapon is also able to overload this phial, ending in a concentrated burst. These two modes are the heavy but versatile axe mode, being able to be swung different directions to deal considerable damage; and the sword mode which can only be maintained for a limited amount of time before requiring recharging. The phials built into the weapon coat the blade in the faster sword mode and deal additional effects based on the phial equipped.

 

 

Charge Blade

 

This weapon is somewhat similar to the Switch Axe, with the ability to switch between two different weapon modes: the Sword Mode and the Axe Mode. Sword Mode comes with a shield for blocking, is relatively quick, and is primarily used for charging up energy. Once enough has been charged, it can be stored in the shield, and the hunter can use powerful explosive attacks in the slower but stronger Axe Mode in which the sword is stored within the large shield and through mechanical shifts, can becomes a new weapon entirely.

 

 

Insect Glaive

 

This double-ended rod is capable of quick, fluid attacks similar to the Long Sword.  It also allows the hunter to jump at any time in a pole vaulting fashion. The rod is also capable of summoning a Kinsect (a large insectoid companion) to attack monsters. The hunter can either freely send out the Kinsect on a direct flight, or first shoot out a pheromone bullet at the target that works as a "lock on." This allows the insect to home in. When the Kinsect successfully hits an enemy, it will drain out an "essence" which varies in color and attribute (red: power, orange: defense, white: mobility, green: restoration), depending on which part of the monster it hits. This will then power up the hunter when the Kinsect is called back. The Kinsect is always found clinging on the right arm of the hunter when it's not in flight.

 

 

Bowgun:

 

Simply put, these are the closest you can get to guns. Coming in three different variations, light, medium, and heavy, you can choose your preferences in terms of mobility and firepower. Able to load ammo with different elemental/status properties, bowgun users fire their rounds from a safe distance, as they are more susceptible to heavy damage.

 

 

Bow:

 

The Bow is a naturally fast weapon. When using a Bow, a common tactic is "hit and run." Also, using the bow requires the knowledge of the monsters' weak points and elemental weaknesses in order to ease the task of taking it down. This is, of course, not a problem; as there are a large number of elemental Bows at the hunter's disposal. Last but not least, the use of charge levels and coatings allow a large set of options. A hunters choice of what charges and coatings he or she is going to use is very important.

 

 

Of course. Being a roleplay, you aren’t limited to these options. Feel free to come up with your own weapon to bring into the hunt. Subject to approval, however.

 

 

Hunting Styles

 

Hunters are trained in 4 and often specialize in one particular hunting style and are as follows.

 

Guild: Focuses on fundamentals, the most balanced style.

Aerial: Jumps around and off of parts of monsters and teammates and the environment to land high reaching attacks and sometimes even mount monsters to attack continuously until shaken off.

Bushido: Focuses on perfectly timed evasion and blocking to execute powerful counterattacks

Striker: What this style lacks in versatility it makes up for powerful special attacks

 

Feel free to come up with your own style. Subject to approval

 

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