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MonsterHunter

(By Riley August)

Monster Hunter Basic Concepts

  • One pount of Charge can be used to target specific parts of a monster. Otherwise, the body is targeted by default.
  • Monster parts have separate wounds. When a part is wounded, it flinches.
  • Nobody suffers injury penalties from wounds; everyone is too high on adrenaline. The -1 to rolls on wounds is removed.
  • Abillities other than using items, and special attacks, cost charge most of the time.

QUESTS

MH Arena Quests

MONSTERS

MH Monsters

Items and Equipment

MH Items

MH Weapons

MH Armor

MH Armor Skills

Final Fantasy Crossover

FF Character Enhancements

FF Classes

FF Spells?


Monster Stamina


  • Monsters use Stamina differently from Hunters. Every action a Monster takes costs 1 stamina, except taking the single free step. Monsters recover 1 Stamina per turn passively.
  • Monsters may use Stamina in place of Charge when enraged. Monsters may enter Rage after being Wounded at least once since the last rage.
  • Rage lasts a number of turns equal to the monster's Rage value, and gives a monster half of its maximum stamina back (if a monster has 10% Stamina left when raging, it goes up to 60%).
  • A monster that runs out of stamina is Exhausted. It still only recovers 1 Stamina per turn, and cannot enter Rage until it is wounded again since it became exhausted.
  • A monster that is not yet Exhausted may take a REST action, restoring 1 Stamina.

Monster Damage


  • When a part takes its last Wound, it is Broken. Sometimes attacks will require a part to be intact.
  • Parts with no wounds limit just Stagger. If a part is already Staggered, it Fails - generally this is a leg or a wing, and causes a monster to fall over.
  • You can keep Staggering and Failing broken parts in most cases, if they have effects.
  • When a part of the monster takes a Wound, the monster Flinches. A monster that Flinches loses its Offence and Defence stats until its next turn, at which point it must take one action to Recover. A recover action costs no stamina.
  • Glancing hits add up. When a monster takes a number of Glancing Hits equal to its Threshold, it takes a Wound.

HUNTERS


  • Stamina 5
  • Offence 0
  • Defence 0
  • Timing 5
  • Willpower 20
  • Movement Speed 4

Hunters do not have Thresholds or Wounds. Any damage, including glancing hits, they take, goes straight to Willpower.

A Hunter must take an action to draw or sheathe a weapon. You cannot use items with a weapon drawn, with the exception of Sword&Shield.

STAMINA MECHANICS:


  • Stamina is = your stamina.
  • All hunters have SPECIAL: Dodge Rolling. You may spend Stamina as Psi Charge when defending, if you moved,

OR if you have an unused Step action from your last turn.


SKILLS:


  • Evasion+1/2/3: you get +X to def rolls when you spend at least 1 stamina

SHARPNESS MECHANICS:


  • Basically gives ammo to melee attacks.
  • Lose 1 offence per lost level of sharpness

WEAPON TYPES
SWORD & SHIELD
  • Special: Block - spend an action to ready a block, damage from front arc goes to stamina. Cannot be knocked down by damage while blocking.
  • Special Action: Bash - -1 offence, deals IMPACT damage instead.
  • Special: Flexible - You may use any items without putting your weapon away.

GREATSWORD
  • Special: Block - spend an action to ready a block, half damage from front arc goes to stamina AND sharpness. Cannot be knocked down by damage while blocking.
  • Special Action: Charge Slash - You may spend X actions, to add X*Offence to your next Attack. You may not use defensive dice while performing a Charge Slash. You may not move. Taking damage does not interrupt your Charge Slash, but being Wounded, Stunned, Knocked Down, Paralyzed, Entangled, Panicked, or Weakened does.

LANCE
  • LOSES Special: Dodge Roll unless you sheathe your weapon.*Special: Reach +1 square
  • Special: Block - spend an action to ready a block, half damage from front arc goes to stamina. Reduce this by 1.
  • Special: Charge - if you MOVE twice in a straight line, you may make an ATTACK at 4/0 at the end of your turn

for free.


GUNLANCE
  • LOSES Special: Dodge Roll unless you sheathe your weapon.
  • Special: Reach +1 square
  • Special: Block - spend an action to ready a block, half damage from front arc goes to stamina. Reduce this by 1. Cannot be knocked down by damage while blocking.
  • Special Action: Wyvernfire - spend an action to ready Wyvernfire, then the following action to use it. Deals four times the gunlance's Shot damage. Cannot be defended. Gunlances have wyvernfire cooldowns listed in their stat block.
  • Gunlance Shelling - when you make a melee attack, you may spend one loaded Shot to add the gunlance's Shot damage to the attack.

HAMMER
  • IMPACT Damage: All damage dealt goes to monster Stamina. Damage dealt to a monster's head is added as KO status.
  • Special Action: Charge Up - take an action to begin charging. Taking any action other than Move, Splitmove, or Step loses your charges. Otherwise, gain one Charge per action you take, limit 3. Attack spends all charges, and adds half your Offence once for each charge level.

HEAVY BOWGUN
  • Special: Blast Shield - if you have a Step available when taking damage, one-quarter damage from the front arc goes to Stamina. This counts as a Block but does not need to be readied.
  • Special Action: Siege Mode: Entering Siege Mode prevents you from moving or using Defence dice

(you may still benefit from Block). Entering Siege Mode loads 3 times your normal number of shots for the ammo type used, and removes any Recoil special rules the ammo may have. You must spend another action to stop Siege, or will leave Siege if you take damage or Block.

Bowgun Shots


BOW
  • Special Action: Charge - Take an action to begin charging. Taking any action other than Move, Splitmove,

or Step loses your charges. Otherwise, gain one Charge per action you take, limit 3. Attack spends all charges, and adds half your Offence once for each charge level.

  • Special: Shot Type - bows may fire different types of shots
    • Pierce: Extend the line of effect through the monster; +1 offence for every square the monster occupies touched by the line, limited by the Pierce level. -1 offence for being inside 2 units (arming distance) or outside 5.
    • Spread: Fires a Cone 1/2 of X shots, where X = shot level. Hits are divided equally across the cone. -1 offence for targets outside 3 units. -2 offence beyond 5.
    • Rapid: Deals X hits where X = rapid level. -1 offence for targets outside 4 units. +1 offence for targets at exactly 2 units. -2 offence beyond 5.
  • Special Action: Arc Shot
  • Special Action: Power Shot

HUNTING HORN
  • Special: Impact Damage
  • Special: Every horn attack plays a Note; 1, 2, or 3 chosen by the player. Keep track of the sequence of the last four notes played.
  • Special Action: Recital. Full round attack with +1 Offence, and plays all of the notes. If they match a Song in the horn's description, gain the effect.

SWITCH AXE
  • Special: Dual modes. Has two stat blocks for Sword and Axe mode
  • Special: Sword Phial. Sword mode has a separate ammunition count. Each attack with Sword uses one unit.
  • Special Action: Reload. While in Axe Mode or sheathed, Reload will refill one half of the Sword Phial's maximum ammunition.
  • Special Action: Burst Attack. Full round attack with the Burst Attack effect shown on the weapon. No dice may be used on defence while performing Burst Attack.

LONG SWORD
  • Special: Reach +1 square
  • Special: Spirit - each ATTACK that deals damage gives the user 1 spirit, to a limit of 7
  • Special Action: Spirit Slash - consume 1 spirit to perform a +1 Offence ATTACK that does not generate Spirit.
  • Special Action: Spirit Drive - if a full round is spent performing two Spirit Slashes, gain +1 Offence for five turns.
  • Special: Step Slash - may make a STEP after an ATTACK, but cannot ATTACK again in the same turn afterward.

INSECT GLAIVE
  • Special Action: Vault - Spend 1 stamina for a full round MOVE then ATTACK that attacks a monster from above. This MOVE is a jump, and ignores terrain and units on the ground, as well as any threat zones from monsters. See Mounting for the effects of attacking from above.
  • Special Action: Kinsect Shot - Uses the Kinsect attack profile on the weapon. Depending on the monster part hit, will return an Essence to the player.
    • Red essence: +1 Offence
    • White essence: +1 Move
    • Orange essence: +1 Defence

If the hunter has all 3 essences, gain the effects of Earplugs and Rock Steady.


CHARGE BLADE
  • Special Action: Morph - when making an ATTACK, may choose to change between Sword and Axe profiles. Treat the ATTACK as the profile of the new form. This may be done without a target, and if so does not count as an ATTACK (but still uses an action).
  • Special: Block - In Sword mode, spend an action to ready a block, half damage from front arc goes to stamina AND sharpness. Cannot be knocked down by damage while blocking.
  • Special: Phials - In Sword mode, an ATTACK that deals damage charges one Phial (max 5). Phials must be Loaded, and are used to perform special attacks in axe mode.
  • Special Action: Load Phials - in Sword mode, you may take an action to Load your phials. Loaded phials are used for Burst.
  • Special Action: Load Shield - in Axe mode, you may take an action to convert all Charged phials, granting you an improved Block. Your block gains +1 reduced damage and does not reduce Sharpness. In addition, attacks in Axe mode gain +1 Offence. This effect lasts 1 turn for each Phial used.
  • Special Action: Burst - when making an ATTACK, spend 1 Phial to make a Burst attempt. If the attack generates at least 1 Psi Charge, you may spend that Psi Charge to perform the Burst effect listed on the weapon (usually damage of some type, sometimes status inflicted).

DUAL BLADES
  • Special: Demon - at the start of any turn you may begin or end Demon. For each turn Demon is active, consume 2 stamina. Every ATTACK action that deals damage while Demon is active generates 1 Spirit. When you reach 7 Spirit, Archdemon is active. In addition, you may spend 1 Stamina after every ATTACK action while Demon is active to STEP. This may be used to Dodge Roll.
  • Special: Archdemon - ATTACK actions and ending turns consume 1 Spirit. You gain +1 Offence.

---FINAL FANTASY STUFF


KNIFE

Concept: Sword and Shield without a shield, focuses on very fast attacks and precision. Tons of sharpness. Hit its weak point for massive damage!


WHIP

Concept: Short ranged Gunner weapon, damage to Stamina without the chance of KO on the head. Very low raw, very high element.

  • Special: Exhaust - All damage dealt goes to monster Stamina. No KO possible. You may spend any psi charge to reduce a monster's stamina further by 2 per psi charge.
  • Special Charge: Enrage - You may spend psi charge to increase a monster's rage state by 1 per charge.
  • Special Charge: Whip Grapple - you may spend psi charge to move targets smaller than you 1 hex per psi charge towards you, or yourself up to 1 hex per psi charge towards a larger target. Treat flying targets as 1 size category smaller.
  • Special Attack: Whipcrack - Take an action to PREPARE then ATTACK to release. Increase Range by 1, and reduce raw damage to 0. Psi charge generated by this attack may be spent to increase Status or Element damage, after which all Status or Element damage is doubled.

VAULT SPEAR

Concept: Insect Glaive without the bug or essence effects. Generally higher power.


STAFF

Concept: The raw-heavy mage weapon. Does KO damage like hammer, has a square of reach. Spending MP charges your Staff, increasing raw damage for a time.

  • Special: Impact Damage
  • Special: Charge - every time you spend MP while wielding a Staff, you gain one Charge, limit 3. Overcharging your staff causes it to deal -1 Damage until Discharged, and Discharge does 0.
  • Special Attack: Discharge. Thwack your staff down and discharge all Charges, adding each one to Damage unless overcharged.
  • Special: Step Slash - may make a STEP after an ATTACK, but cannot ATTACK again in the same turn afterward.

ROD

Concept: spell discharges when you hit people, can break the rod to unleash the magic, destroying it. Breaking rods is an expensive, weapon-based consumable, similar to using large bombs, Ultra Burst, or deploying Wyvernfire. Can use items like SnS.

  • Special Attack: BREAK. Breaking a rod destroys it permanently and casts the spell under the Break description of the rod.
  • Special: Spell Discharge. Psi Charge with a Rod may be spent as MP to Discharge the spell in the Rod. the Discharge spell is not the same as the Break spell.
  • Special: Flexible - You may use any items without putting your weapon away.

TOME

Concept: the hard hitter of the Mage class. Most of them (other than Tablet, Giants Manual, Steel-Clad) have REALLY low raw, but very high Element. Take an action to Read from your tome and get its special effect. These are generally self-targeted horn-like buffs.

  • Special: Block - spend an action to ready a block, half damage from front arc goes to stamina AND sharpness. Cannot be knocked down by damage while blocking.
  • Special Action: Read - Read from your tome and gain the buff in the Read description.
  • Special: Impact Damage, see hammer (though you have very little raw)

Most tomes also contain spells, cast using psi charge. See the weapon descriptions for details.

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Page last modified on August 28, 2016, at 11:49 PM