Monster Hunter - Path to Shadow (OPEN! need RPers! JOIN NOW)
Posted: Fri Apr 24, 2009 2:08 pm
Backstory: It's been around thirty years since the the legendary morugianna was slain by the young forbidden hunter known to many as Shiki Ryuhou. together with his band of Hunters, he claimed fame as one of the 'holders of the final star', and entered the history books only a year later. But, while his legend lived on, his body did not. He died of severe poisoning a year later during battle with a Chameleos that was plaguing his village. And now, sensing that Shiki's demise has come, a new terror has arisen. Something even more dangerous than the final star. Something with enough power to annhialate even Lao-Shan-Lung. Something that travels on huge legs of darkness, bringing death wherever it rears it's spined head. The Elder Dragon known to all as,"Shadow Akantor"....
----------------------------------------
Setting: The story takes place in a land where humans are only second rank in the food chain. A land where they must fight to prove that they can survive, even from a young age. A land ruled by the skyborne, otherwise known as,'Wyverns'. As A Monster Hunter, it is your job to protect the people of that land from these airborne menaces, and gain your standing as one of the top Hunters out there. during this RolePlay, there will be many different areas which will be explored for the sake of 'hunting', and each one is as vast as a country. as for when you are not hunting, there is a village, complete with a guildhall, a pub, a shop, a training school, a farm, and even a restaurant run by cat like creatures known as Lynians.
----------------------------------------
Other Information:
The Village: This is the relaxation point, where hunters come to rest after a long day's work. Feel free to do whatever you want here, from honing your skills at the training school to dining on gourmet dishes. Interacting with other Hunters is also another thing you can do, and it might be useful if you feel like gathering helpers for when you decide to move out and tackle one of the many quests that the guildhall has to offer!
Questing + Wyverns: When you aren't relaxing in the village, then you'll probably be out on a quest to slay/ capture a Wyvern. Each Wyvern you face will show up in a specific area, and will probably be hunting you, while you're hunting it! But be warned. A Wyvern is by no means 'easy' to kill, and will ususally attack you on sight! They are also capable of using elemental attacks and flying.
Also, there are rumors of certain 'other' creatures appearing on what look like low-level quests, that turn out to be far beyond the strength of anything you'd encounter at that level. These creatures are known as 'Elder Dragons'. Also, if you are lucky enough to defeat an 'Elder-Dragon', you might end up finding something far more rewarding than if you were to slay a Wyvern, but an 'Elder Dragon's' power is nothing to be sneered at, so be careful if you meet one.
Finally, once you complete enough quests, you will be rewarded with a 'Hunter Rank'. These can be used to access more challenging quests, to allow you to upgrade your equipment beyond it's strength limit, or even to give you 'element tokens', that can be used on your weaponry to enable your attacks to do elemental damage!
Shadow Akantor: This is a particularly dangerous elder dragon which has been sighted only a few places, and even then, all that was witnessed was it's sillhouette engulfed in black fire as it wandered through a ruined settlement that once stood in it's path of death and destruction. Many great hunters have set out to kill it, but to no avail. All wound up dead or completely vanished from the face of this Earth. In fact, it's such a terrible threat that the guild has even considered banning people from even talking about trying to kill it! Currently, it is believed to be at least a xxxxxxxxxxxx rank monster.. but certain people suggest it is far beyond that. Don't even try hunting it unless you know exactly what it is that you're doing....
((as a side note, Shadow Akantor is the main enemy in this RP. Once someone reaches a high enough rank to battle it, they'll be given an option of the 'weaken the beast' or the 'repel the darkness' quest, both requiring you not to kill Shadow Akantor, but to weaken it, and cause it to flee. when another person reaches the designated rank, you get the option of the 'weaken the beast+' or the 'push back the shadow' quest. In these quests, Shadow Akantor will be stronger, and much harder to fight. eventually, once you weaken it enough, you'll be given the option of having a level 11 weapon, a level 110 armor, or another slot for 'colored rubies' to be put in your weapon. Finally, once a third person reaches the designated rank, you'll be given the option of the 'defeat the beast' or the 'drive away the darkness' quest. These will be the hardest of all the Shadow Akantor quests, seeing as they need three people to activate. Once these quests are done, the Roleplay will officially end, but for those who are really dedicated, I might add on a few 'extra' quests as fun, and maybe even start a new side-story... so be on the look out for quests that seem to lead to something new!))
------------------------------------------------
Systems:
the Quest system: This is the system around which the quests will operate;
Each quest will come with an information box, telling you exactly what you need to do:
e.g. in order to complete this quest, you must kill 7 of this monster without losing any team-mates
Each quest also has a difficulty rating, represnted by stars, like this : *** (3-star difficulty)
the number of stars is equal to the difficulty. anyone can go on these quests
however, there are also quests which aren't represented with star difficulties, but use crosses instead, like this: xxxx (4-cross difficulty)
the only way you can go on one of these quests is by having a hunter rank that's equal to the quest's difficulty.
e.g. If you want to go on a xxxxx (5-cross) quest, you must be Hunter rank 5.
<the only reason for this is that the guild is afraid that those who aren't strong enough to tackle a cross ranked quest might end up dead if they try one that's beyond their known skill level.>
The Damage System: This is how damage will work in the RP
everyone starts off with a base health of 100HP
every time you go on a quest, the names of all the monsters in the area will be listed, along with how much damage each monster can do to you.
also listed next to the monster's name are it's own HP, and it's elemental weakness + resistance.
[[if you're wearing armor, then the armor should have a level (1,2,3,4 e.t.c.). the level of the armor you're wearing is how much you divide monster damage by.
e.g. if a monster does 100 damage on hit, and you have a level 5 armor, the monster only does 20 damage on hit.
100 = base monster dmg
100/5 (level of armor) = 20
armor has a maximum of 100 levels, and can be upgraded by spending 100@ (atlas) at the shop in the village.
You gain @ (atlas) by completing quests]]
monsters also have things called 'blind spots'. throughout the quest, you'll need to rely on these for your safety.
each monster's blind spot is different, and usually well protected.
In order to dodge a monster's attack, you need to be in the monster's blind spot.
How do you get into it's blind spot? good question:
everytime a monster attacks you; myself, or the 'hunter' who accepted the quest first, will put up a signal saying whether the monster has you in it's sights.
If the signal is red, the monster has 'locked' you, and you won't be able to dodge. This signal is given when the monster is facing you
If the signal is yellow, you can dodge, but you still take half the damage. This signal is given if the monster can't clearly see you, like if you're at it's side instead of in front of it
If the signal is green, you can dodge without worrying. This signal is given if you're hidden from the monsters view. i.e, behind a bush or on a ledge.
also, be aware that if your weapon has an element that a monster is weak to, then your weapon won't just do base dmg, but also double-strength elemental dmg. however, if you fight a monster that has a resistance to your weapon's element, your weapon only does base dmg plus half-strength elemental dmg:
e.g. if you're hunting a monster which is weak to 'dragon' element, and you have a longsword with 'dragon' element, your longsword will do 240 dmg, plus 200 'dragon' dmg.
250 = base dmg
250 - 10 (the side-effect of attaching a 'colored ruby*' to a weapon) = 240
100 = base element dmg
100 x 2 (monster is weak to 'dragon element) = 200
200 + 240 = total dmg done
weaponry: in order to damage a monster, you'll need weaponry.
there are 11 weapon variations that you can choose from. these are:
Bow: special ability- fires multiple shots. the number of arrows depends on the level
| advantage- can attack quickly from a long range
| drawback- not very powerful
Base dmg: 90
Light Bowgun: special ability- rapidfire of bullets. the level of the weapon effects how many shots are fired per second
| advantage- lightweight, ranged, and stronger than a bow
| disadvantage - heavier than a bow, and less accurate than a bow
Base dmg: 180
Heavy Bowgun: special ability- can fire high explosive rounds. the strength of the explosion depends on the level of the weapon
| advantage- stronger than the other ranged weapons, and more accurate than both of them
| drawback- you can't run while carrying it, and it takes a post to set up
Base dmg: 270
Longsword: special ability- spirit combo slash for high damage: number of slashes affected by the weapon's level
| advantage- lightweight, but still powerful and easy to move with
| drawback- can't guard against enemy attacks
Base dmg: 250
Greatsword: special ability- guard with blade. the strength of your sword-guard is affected by the weapon's level
| advantage- stronger than the longsword
| drawback- just as heavy as the heavy bowgun. attacks very slowly
Base dmg: 300
Sword and Shield: special ability- guard with shield. the strength of your guard is affected by the weapon's level
| advantage- lightweight, very fast compared to the longsword and greatsword. can guard against oncoming attacks
| drawback- the guard is weaker than most. the sword does far less damage than a longsword and a greatsword
Base dmg: 90
Dual Sword: special ability- demon dance for a highly damaging combo. the number of hits increases with the weapon's level
| advantage: very lightweight and fast. capable of doing far more damage than the sword and shield because of it's speed.
| drawback: cannot guard against oncoming attacks.
Base dmg: 90
Lance: special ability- guard with large shield. the strength of your guard is affected by the weapon's level
| advantage: has an incredibly strong guard that can withstand almost anything.
| drawback: just as heavy as the greatsword and heavy bowgun. not as powerful as the greatsword or heavy bowgun
Base dmg: 200
Gunlance: special abilitie(s)- 1. Wyvern Fire explosive rounds. these are special shells that cause the gunlance to overheat once fired. Just a single Wyvern Fire shell is capable of causing even the most deadly wyvern to collapse onto it's knees in agony. the strength of the shell depends on the level of the gunlance.
2. guard with large shield. the strength of your guard is affected by the weapon's level
| advantage: both ranged and melee can be used, even at the same time. more powerful than a lance. can fire shells from the tip of the lance, as well as use Wyvern-Fire
| drawback: just as heavy as the lance e.t.c. shells travel less far than a normal ranged weapon's amunition.
Base dmg: 220
Hammer: special ability- charged swing for insane damage. strength of swing increases with the weapon's level
| advantage: very powerful
| drawback: very slow
Base dmg: 350
Hunting Horn: special ability- plays music to increase your allies - and your own - strength. the type of upgrade you can give depends on the weapon you have
| advantage: insanely powerful, and amazingly lightweight. a sped up, strengthened version of the hammer.
| drawback: has no charge attack.
Base dmg: 370
each weapon has a special ability that can be used once every 3 posts.
each weapon also has drawbacks, advantages, and base damage.
each weapon can also be levelled up like armor, and the level works in the same way:
e.g. if you have a level 5 weapon, it's base damage is multiplied by 5.
250 = base longsword dmg
250 x 5 (longsword is level 5) = 1250
weapons have a maximum of 10 levels. you can upgrade a weapon's level by spending 150 @ (atlas) In the Shop in the Village.
@ (atlas) can be obtained by completing quests.
elemental gems: weapons can also have elemental properties, such as dragon. thunder, ice e.t.c.
you add elemental properties to your weapon by obtaining hunter ranks.
when you obtain a hunter rank, you will be given one 'colored ruby', depending on what type of monster you have slain the most.
you will then obtain one of those stones every time you gain a hunter rank, and it will always be the same color as the one you first got:
e.g. if the first 'colored ruby' you get is a 'dark colored ruby', then you'll only obtain 'dark colored rubies'.
if you don't get the ruby you're looking for, then all you have to do is exchange the ruby, which means that you'll lose your hunter rank, but be able to try and get a different colored ruby to the one you previously received.
colored rubies correspond to these elements:
'red'= fire
'blue'= water
'yellow'= thunder
'white'= ice
'dark'= poison
'azure'= dragon
'pale'= paralysis
'soft'= sleep
each one adds a base elemental damage of 100 to your weapon when used, but takes away 10 damage points from the weapon's original Base dmg:
e.g. if I add an 'azure colored ruby' to a bow - which does 90 dmg -, the bow now does 100 dragon dmg, but only does 80 base dmg
90 = Base Bow dmg
90 - 10 (Effect of attaching a 'colored ruby' to a weapon) = 80
100 = Base 'Dragon' dmg
80 + 100 = Bow's total dmg (after attaching an 'azure colored ruby')
they also carry the same level system that weaponry and armor have:
e.g. if you have 5 'azure colored ruby' attached to a weapon, the base elemental dmg is multiplied by 5
250 = Base Longsword dmg
250 - 50 (Effect of attaching 'colored rubies' to weapon) = 200
100 x 5 (number of 'azure colored rubies') = 500
200 + 500 = Total Longsword dmg
you can attach a maximum of 6 'colored rubies' to the weapon that you use.
((there are currently no more systems in use. please PM me if you have any ideas on skill and shop systems!))
------------------------------------
Rules:
1. Respect other Hunters!
2. Respect those who are a lower rank than you!
3. DON'T god mod!
4. Try your best to understand the combat systems before joining!
5. Be aware that even though there are complex systems being used, this is still an RP! Please treat it like one!
6. Enjoy yourselves while RPing here!
------------------------------------
Hunter template:
name:
age:
gender:
Hunter Rank: (all start at 1)
Weapon(s): (Longsword, Greatsword, Bow, Light Bowgun, Heavy Bowgun, Lance, Gunlance, Sword and Shield, Dual Sword, Hammer or Hunting Horn)
Armor set: (feel free to make one up! but remember that all armor starts at level 1)
Appearance:
Bio:
----------------------------------------
Setting: The story takes place in a land where humans are only second rank in the food chain. A land where they must fight to prove that they can survive, even from a young age. A land ruled by the skyborne, otherwise known as,'Wyverns'. As A Monster Hunter, it is your job to protect the people of that land from these airborne menaces, and gain your standing as one of the top Hunters out there. during this RolePlay, there will be many different areas which will be explored for the sake of 'hunting', and each one is as vast as a country. as for when you are not hunting, there is a village, complete with a guildhall, a pub, a shop, a training school, a farm, and even a restaurant run by cat like creatures known as Lynians.
----------------------------------------
Other Information:
The Village: This is the relaxation point, where hunters come to rest after a long day's work. Feel free to do whatever you want here, from honing your skills at the training school to dining on gourmet dishes. Interacting with other Hunters is also another thing you can do, and it might be useful if you feel like gathering helpers for when you decide to move out and tackle one of the many quests that the guildhall has to offer!
Questing + Wyverns: When you aren't relaxing in the village, then you'll probably be out on a quest to slay/ capture a Wyvern. Each Wyvern you face will show up in a specific area, and will probably be hunting you, while you're hunting it! But be warned. A Wyvern is by no means 'easy' to kill, and will ususally attack you on sight! They are also capable of using elemental attacks and flying.
Also, there are rumors of certain 'other' creatures appearing on what look like low-level quests, that turn out to be far beyond the strength of anything you'd encounter at that level. These creatures are known as 'Elder Dragons'. Also, if you are lucky enough to defeat an 'Elder-Dragon', you might end up finding something far more rewarding than if you were to slay a Wyvern, but an 'Elder Dragon's' power is nothing to be sneered at, so be careful if you meet one.
Finally, once you complete enough quests, you will be rewarded with a 'Hunter Rank'. These can be used to access more challenging quests, to allow you to upgrade your equipment beyond it's strength limit, or even to give you 'element tokens', that can be used on your weaponry to enable your attacks to do elemental damage!
Shadow Akantor: This is a particularly dangerous elder dragon which has been sighted only a few places, and even then, all that was witnessed was it's sillhouette engulfed in black fire as it wandered through a ruined settlement that once stood in it's path of death and destruction. Many great hunters have set out to kill it, but to no avail. All wound up dead or completely vanished from the face of this Earth. In fact, it's such a terrible threat that the guild has even considered banning people from even talking about trying to kill it! Currently, it is believed to be at least a xxxxxxxxxxxx rank monster.. but certain people suggest it is far beyond that. Don't even try hunting it unless you know exactly what it is that you're doing....
((as a side note, Shadow Akantor is the main enemy in this RP. Once someone reaches a high enough rank to battle it, they'll be given an option of the 'weaken the beast' or the 'repel the darkness' quest, both requiring you not to kill Shadow Akantor, but to weaken it, and cause it to flee. when another person reaches the designated rank, you get the option of the 'weaken the beast+' or the 'push back the shadow' quest. In these quests, Shadow Akantor will be stronger, and much harder to fight. eventually, once you weaken it enough, you'll be given the option of having a level 11 weapon, a level 110 armor, or another slot for 'colored rubies' to be put in your weapon. Finally, once a third person reaches the designated rank, you'll be given the option of the 'defeat the beast' or the 'drive away the darkness' quest. These will be the hardest of all the Shadow Akantor quests, seeing as they need three people to activate. Once these quests are done, the Roleplay will officially end, but for those who are really dedicated, I might add on a few 'extra' quests as fun, and maybe even start a new side-story... so be on the look out for quests that seem to lead to something new!))
------------------------------------------------
Systems:
the Quest system: This is the system around which the quests will operate;
Each quest will come with an information box, telling you exactly what you need to do:
e.g. in order to complete this quest, you must kill 7 of this monster without losing any team-mates
Each quest also has a difficulty rating, represnted by stars, like this : *** (3-star difficulty)
the number of stars is equal to the difficulty. anyone can go on these quests
however, there are also quests which aren't represented with star difficulties, but use crosses instead, like this: xxxx (4-cross difficulty)
the only way you can go on one of these quests is by having a hunter rank that's equal to the quest's difficulty.
e.g. If you want to go on a xxxxx (5-cross) quest, you must be Hunter rank 5.
<the only reason for this is that the guild is afraid that those who aren't strong enough to tackle a cross ranked quest might end up dead if they try one that's beyond their known skill level.>
The Damage System: This is how damage will work in the RP
everyone starts off with a base health of 100HP
every time you go on a quest, the names of all the monsters in the area will be listed, along with how much damage each monster can do to you.
also listed next to the monster's name are it's own HP, and it's elemental weakness + resistance.
[[if you're wearing armor, then the armor should have a level (1,2,3,4 e.t.c.). the level of the armor you're wearing is how much you divide monster damage by.
e.g. if a monster does 100 damage on hit, and you have a level 5 armor, the monster only does 20 damage on hit.
100 = base monster dmg
100/5 (level of armor) = 20
armor has a maximum of 100 levels, and can be upgraded by spending 100@ (atlas) at the shop in the village.
You gain @ (atlas) by completing quests]]
monsters also have things called 'blind spots'. throughout the quest, you'll need to rely on these for your safety.
each monster's blind spot is different, and usually well protected.
In order to dodge a monster's attack, you need to be in the monster's blind spot.
How do you get into it's blind spot? good question:
everytime a monster attacks you; myself, or the 'hunter' who accepted the quest first, will put up a signal saying whether the monster has you in it's sights.
If the signal is red, the monster has 'locked' you, and you won't be able to dodge. This signal is given when the monster is facing you
If the signal is yellow, you can dodge, but you still take half the damage. This signal is given if the monster can't clearly see you, like if you're at it's side instead of in front of it
If the signal is green, you can dodge without worrying. This signal is given if you're hidden from the monsters view. i.e, behind a bush or on a ledge.
also, be aware that if your weapon has an element that a monster is weak to, then your weapon won't just do base dmg, but also double-strength elemental dmg. however, if you fight a monster that has a resistance to your weapon's element, your weapon only does base dmg plus half-strength elemental dmg:
e.g. if you're hunting a monster which is weak to 'dragon' element, and you have a longsword with 'dragon' element, your longsword will do 240 dmg, plus 200 'dragon' dmg.
250 = base dmg
250 - 10 (the side-effect of attaching a 'colored ruby*' to a weapon) = 240
100 = base element dmg
100 x 2 (monster is weak to 'dragon element) = 200
200 + 240 = total dmg done
weaponry: in order to damage a monster, you'll need weaponry.
there are 11 weapon variations that you can choose from. these are:
Bow: special ability- fires multiple shots. the number of arrows depends on the level
| advantage- can attack quickly from a long range
| drawback- not very powerful
Base dmg: 90
Light Bowgun: special ability- rapidfire of bullets. the level of the weapon effects how many shots are fired per second
| advantage- lightweight, ranged, and stronger than a bow
| disadvantage - heavier than a bow, and less accurate than a bow
Base dmg: 180
Heavy Bowgun: special ability- can fire high explosive rounds. the strength of the explosion depends on the level of the weapon
| advantage- stronger than the other ranged weapons, and more accurate than both of them
| drawback- you can't run while carrying it, and it takes a post to set up
Base dmg: 270
Longsword: special ability- spirit combo slash for high damage: number of slashes affected by the weapon's level
| advantage- lightweight, but still powerful and easy to move with
| drawback- can't guard against enemy attacks
Base dmg: 250
Greatsword: special ability- guard with blade. the strength of your sword-guard is affected by the weapon's level
| advantage- stronger than the longsword
| drawback- just as heavy as the heavy bowgun. attacks very slowly
Base dmg: 300
Sword and Shield: special ability- guard with shield. the strength of your guard is affected by the weapon's level
| advantage- lightweight, very fast compared to the longsword and greatsword. can guard against oncoming attacks
| drawback- the guard is weaker than most. the sword does far less damage than a longsword and a greatsword
Base dmg: 90
Dual Sword: special ability- demon dance for a highly damaging combo. the number of hits increases with the weapon's level
| advantage: very lightweight and fast. capable of doing far more damage than the sword and shield because of it's speed.
| drawback: cannot guard against oncoming attacks.
Base dmg: 90
Lance: special ability- guard with large shield. the strength of your guard is affected by the weapon's level
| advantage: has an incredibly strong guard that can withstand almost anything.
| drawback: just as heavy as the greatsword and heavy bowgun. not as powerful as the greatsword or heavy bowgun
Base dmg: 200
Gunlance: special abilitie(s)- 1. Wyvern Fire explosive rounds. these are special shells that cause the gunlance to overheat once fired. Just a single Wyvern Fire shell is capable of causing even the most deadly wyvern to collapse onto it's knees in agony. the strength of the shell depends on the level of the gunlance.
2. guard with large shield. the strength of your guard is affected by the weapon's level
| advantage: both ranged and melee can be used, even at the same time. more powerful than a lance. can fire shells from the tip of the lance, as well as use Wyvern-Fire
| drawback: just as heavy as the lance e.t.c. shells travel less far than a normal ranged weapon's amunition.
Base dmg: 220
Hammer: special ability- charged swing for insane damage. strength of swing increases with the weapon's level
| advantage: very powerful
| drawback: very slow
Base dmg: 350
Hunting Horn: special ability- plays music to increase your allies - and your own - strength. the type of upgrade you can give depends on the weapon you have
| advantage: insanely powerful, and amazingly lightweight. a sped up, strengthened version of the hammer.
| drawback: has no charge attack.
Base dmg: 370
each weapon has a special ability that can be used once every 3 posts.
each weapon also has drawbacks, advantages, and base damage.
each weapon can also be levelled up like armor, and the level works in the same way:
e.g. if you have a level 5 weapon, it's base damage is multiplied by 5.
250 = base longsword dmg
250 x 5 (longsword is level 5) = 1250
weapons have a maximum of 10 levels. you can upgrade a weapon's level by spending 150 @ (atlas) In the Shop in the Village.
@ (atlas) can be obtained by completing quests.
elemental gems: weapons can also have elemental properties, such as dragon. thunder, ice e.t.c.
you add elemental properties to your weapon by obtaining hunter ranks.
when you obtain a hunter rank, you will be given one 'colored ruby', depending on what type of monster you have slain the most.
you will then obtain one of those stones every time you gain a hunter rank, and it will always be the same color as the one you first got:
e.g. if the first 'colored ruby' you get is a 'dark colored ruby', then you'll only obtain 'dark colored rubies'.
if you don't get the ruby you're looking for, then all you have to do is exchange the ruby, which means that you'll lose your hunter rank, but be able to try and get a different colored ruby to the one you previously received.
colored rubies correspond to these elements:
'red'= fire
'blue'= water
'yellow'= thunder
'white'= ice
'dark'= poison
'azure'= dragon
'pale'= paralysis
'soft'= sleep
each one adds a base elemental damage of 100 to your weapon when used, but takes away 10 damage points from the weapon's original Base dmg:
e.g. if I add an 'azure colored ruby' to a bow - which does 90 dmg -, the bow now does 100 dragon dmg, but only does 80 base dmg
90 = Base Bow dmg
90 - 10 (Effect of attaching a 'colored ruby' to a weapon) = 80
100 = Base 'Dragon' dmg
80 + 100 = Bow's total dmg (after attaching an 'azure colored ruby')
they also carry the same level system that weaponry and armor have:
e.g. if you have 5 'azure colored ruby' attached to a weapon, the base elemental dmg is multiplied by 5
250 = Base Longsword dmg
250 - 50 (Effect of attaching 'colored rubies' to weapon) = 200
100 x 5 (number of 'azure colored rubies') = 500
200 + 500 = Total Longsword dmg
you can attach a maximum of 6 'colored rubies' to the weapon that you use.
((there are currently no more systems in use. please PM me if you have any ideas on skill and shop systems!))
------------------------------------
Rules:
1. Respect other Hunters!
2. Respect those who are a lower rank than you!
3. DON'T god mod!
4. Try your best to understand the combat systems before joining!
5. Be aware that even though there are complex systems being used, this is still an RP! Please treat it like one!
6. Enjoy yourselves while RPing here!
------------------------------------
Hunter template:
name:
age:
gender:
Hunter Rank: (all start at 1)
Weapon(s): (Longsword, Greatsword, Bow, Light Bowgun, Heavy Bowgun, Lance, Gunlance, Sword and Shield, Dual Sword, Hammer or Hunting Horn)
Armor set: (feel free to make one up! but remember that all armor starts at level 1)
Appearance:
Bio:

