0% found this document useful (0 votes)
14 views24 pages

Rules

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
14 views24 pages

Rules

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

MHRPG

Monster Hunter RPG


By Qoentari, With help of various anonymous friends

1
MHRPG

Character Creation ●​ Wyverian: +2 Perception, +1 Mentality / +2 to


Bravado rolls against Apex monsters / 35 ft.
movement
Statistics ●​ Troubadour: +1 Constitution, +1 Strength, +1
Bravado / +1 Item when extracting materials
Statistics What Represents from the environment / 25 feet of movement
●​ Felyne: Bravado -1, Dexterity +2, Perception
Strength Melee Weapon Accuracy
+1 / 10% discount on most markets / 20 feet
Dexterity Ranged weapon accuracy, Reflex of movement
saves

Constitution Resistance Saves Background


Your background represents what your character used to
Mentality Knowledge
do before becoming a hunter
Perception Perception and Insight
●​ Hunter: +1 Bravado
Bravado Human Interaction and the ●​ Scholar: +1 Mentality
indomitable human spirit ●​ Knight: +1 Strength
●​ Tamer: +1 Dexterity
●​ Innkeeper: +1 Constitution
Modifier What It Represents ●​ Handler: +1 Perception

-1 Bad
Skills
+0 Average
●​ Athletics (Strength)
+1 Good ●​ Acrobatics (Skill)
●​ Charisma (Bravado)
+2 Very good
●​ Insight (Perception)
+3 Greatly above average ●​ Animal Handling (Bravado)
●​ Nature (Mentality)
+4 Excellent
●​ Occultism (Mentality)
+5 Human Limit ●​ Religion (Mentality)
●​ Stealth (Dexterity)
+6 Hunter Limit

The Saving Throws


Choosing Statistics
Reflex Saves (Dexterity)
Each player starts with a +0 to all stats.​
Then, you can grant a +1 to four of your stats. Resistance Saves (Constitution)

Race Proficiency
Your Race represents which community of the world There are four levels of proficiency
your hunter comes from

●​ Human: +1 Bravado, +1 Any / +1 Level 1 Feat /


30 ft. Movement

2
MHRPG

Proficiency Level Bonus Level Features

Untrained +0 8 Hunting Style Feat, Stat Boost

Trained +2 9 (RM) Feat, Increase ofProficiency, Weapons


Boost
Expert +4
10 Hunting Style Feat
Master +6
11 Feat, Increase of Proficiency
Legendary +8
12 Hunting Style Feat, Stat Boost, Save Boost

Initial proficiencies
Stat Boost
When creating a character at 1st level, you gain different
You can give a +1 to four of your stats
proficiencies:

Initial Skills Increased of Proficiency


You can increase the proficiency level of two of your
You gain trained proficiency in 3 skills of your choice,
skills
plus an amount equal to your Mentality

Initial Saves Weapon Boost


You can increase the proficiency level of all weapons you
You gain Trained proficiency on one of the two saves, and
are proficient with
Expert proficiency on the other.

Starting Weapons Saves Boost


Increases the proficiency level of both your saves
You gain Trained proficiency in two weapons of your
choice.

Playing as a Handler
Progression Table
When playing as a handler, your character progression is
Level Features different from that of a Hunter.

1 (LR) Hunting Style, Feat, Race To begin with, you don't gain weapon proficiency. In
exchange, you gain trained proficiency in two additional
2 Hunting Style Feat skills.
3 Feat, Increase ofProficiency
Second, you gain access to the following feature:
4 Hunting Style Feat, Stat Boost

5 (HR) Feat, Weapon Boost, Saves Boost, Increase Investigation


of Proficiency As a handler, your duty is not only to accompany the
hunters but also to handle most of the research
6 Hunting Style Feat
conducted during hunts. Therefore, you gain access to
7 Feat, Increase ofProficiency the following activities:

3
MHRPG

Evaluation (1a)
Hunting Styles
You take a moment to assess the monster. Make a
Nature (or Occult/Religion for some monsters) check
against the monster's DC. If you pass, you gain a piece of Adept Style
information about the monster, as well as a number of
research points depending on the monster itself. 1.Adept Style
Each time you avoid a monster's aggression, you can
Post Mortem (10 minutes) move up to 5 feet without triggering reactions.
Taking 10 minutes, you perform a thorough analysis of a
dead monster. You earn research points depending on 2.Shadow Strike
the monster analyzed. When you activate the adept style, you can take an
Offensive Action as part of the movement.
Additionally, you gain research points by collecting items
or interacting with the environment.
4.Sudden Dodge (2a)
+2 Dodge,you sheath the weapon and move 5 feet
Handler Progression Table
6.Perfect Dodge
Level Features
When using Sudden Dodge, your weapon's sharpness
1 (RB) Handler Feat, Feat (x2), Race increases by 5
2 Handler Feat
8.Shadow Shift
3 Feat (x2), Increase of Proficiency (x2) When activating adept Style, movement increases to 15
4 Handler Feat, Stat Boost feet

5 (DA) Feat (x2), Saves Boost, Proficiency (x2) 10.Disappearance (Fa)


6 Handler Feat When you activate the shadow style, the monster loses
sight of you.
7 Feat (x2), Increase ofProficiency (x2)
12.Gloomy Passivity
8 Handler Feat, Stat Boost
Increases the maximum rage counter of all monsters by
9 (RM) Feat (x2), Increase ofProficiency (x2) 5
10 Handler Feat
Aerial Style
11 Feat (x2), Increase ofProficiency (x2)

12 Handler Feat, Stat Boost, SavesBoost 1.Aerial Style


Each time you use the Dodge action, you gain 5 feet of
height, which increases to 15 feet if you have a creature
adjacent to you.

2.Mounter
-1 to the mount counter when making an air attack

4
MHRPG

4.Airstrike 10.Siege Hunter


When making a falling attack, you can make an extra Increases the damage of cannons, ballistas, dragonators
falling attack with the same action before landing on the and demolitioners by 20%.
ground.
12.Defender of the Fort
6.Aerial Parry All fortresses and structures you are in gain immunity to
If you dodge the monster's attack after using the roll the “Siege Monster” trait.
action, you gain a +2 bonus to your Reflex saves until the
end of the round
Striker Style
8.Glorious Leap
1.Striker Style (Fa)
The height you gain when using the dodge action
You move up to your movement speed towards a
increases to 10 or 20 feet
monster, once per turn

10.Double Jump (1a)


2.Crossing Passage
While in the air, you gain 10 feet of additional height and
After making an attack, you can transport yourself to the
can take another action
opposite side of the monster if it is Large or larger

12.Air Movement
4.Giant Slayer
You become completely immune to fall damage
+30 base damage against Large monsters

Guild Style 6.Entry Attack


+1 to crit range on your attacks if you move before
1.Guild Style making them
You can spend one more action when using an item to
recover 20 HP. 8.Moonbreaker (2a) (Attack)
Make an attack with your weapon, MV 1, if you hit, the
2.Quick Sip mount counter is reduced by 1
You can use items with your weapon drawn.
10.Part Smasher
4.Natural Interaction +200 damage to parts on critical hits
You recover 20 HP when interacting with the
environment 12.Nailer
+100 base damage against a cornered monster
6.Natural Blow
Increases the environmental damage triggered by you by
10%
Valor Style
1.Valor Style
8.Trapper
Sheathing your weapon gives you +1 Dodge. You can
Increases the time monsters spend in traps by 1 turn
Draw your weapon as a free action once per turn

5
MHRPG

2.Brave Dodge
Handler Feats
If you manage to avoid the monster's attack after
sheathing, your next attack has a +2 to hit and +1 to crit
Reactive Assessment (FA)
range
After a monster's reaction, you can make an evaluation
4.State Value roll, if you pass,you get information on the trigger of the
reaction and research points
After using Brave Dodge, +1 charge for weapons with
charge and +50 to base damage until end of turn
Repair (1-2a)
6.Second Wind (2a) Make a Bravado roll against a DC of 10/15/20. If you
succeed, a hunter at your side regains 10/20/30 HP. If
You recover 50 HP, only with the weapon sheathed
you use two actions, you can also remove a status effect
from it
8.Break Limits
Increases the charge blade vial limit by 2, allows you to Distraction (1a)
have two different vials in the bow at the same time, and
You do not receive the monster's aggression this turn
prevents charge skills from being interrupted by taking
damage
Salvation (2a)
10.Absolute Style A hunter within 5 feet of you doesn't suffer the
monster's aggression on its next turn.
Increases Sheath Dodge to +3
Annoy (1a)
12.Extreme Courage
Make a bravado roll against the monster's DC, if you pass,
If you don't use any offensive or technique actions on
the monster must target you with its next reaction
your turn, you are immune to damage until the start of
your next turn.
Indirect Fighter
When you activate an environmental trap that deals
Exotic Style (Unfinished) damage, its damage is increased by 25%.

1.Exotic Style Fast Hands (Fa)


+1 to attack rolls with weapons that have the “Mutable” Once per turn, you can combine objects as a free action
passive property
Rodeo Assistant
2.Exotic Recognition
When an allied hunter is riding a monster, as long as you
+2 to Mentality rolls to recognize and recall information stay within 10 feet of the monster, your ally has
about monsters advantage on saving throws to avoid falling off.

Chef
During a camp break, you can make a full meal without
needing a food catalyst, but you don't get food skills

Rally (1a)

6
MHRPG

Until the end of the round, the MV of all of an ally's Secondary Weapon
attacks is increased by 0.1 You can use an Action to switch your weapon to another
one you have equipped.
Polish
During a rest, you can give your teammates' weapons an Steel Guts (Level +4) (Fa) (1/Day)
amount of Polish equal to your Bravado If the damage from an attack reduces your life to 0, you
can make a Bravado roll against a DC of 20, if you pass,

General Feats you survive with 1PV

Mycologist
Team player
Allows you to eat mushrooms and obtain their benefits
Other Felyne hunters receive MV +0.05 while within 30
feet of you. Tempered Hunter
+20 Base Damage if you use a hot drink in an extreme
Hero (Level +8)
heat environment
Attacks do not have a minimum damage against you.
Legendary Reaction (Level +8)
Carnivore
When entering combat, grants one turn before the
Allows you to eat raw meat monster acts in the first round

Fast Immune
Your movement speed increases by 5 feet Reduces the severity of the poison by 1 degree, but not
to 0.
Danger Instinct
At the start of your turn, you know if the monster's next Antivirus
reaction will do enough damage to knock you Crit Rating +1 upon entering Apex state
unconscious.
New World Hunter
Chef
You can turn Herbs into potions without the need for
Allows you to cook food in the field if you have the blue mushrooms.
necessary tools
Apex of the world (Level +8)
Combiner
+2 to Animal Handle rolls against Apex creatures
+2 to Dexterity rolls to combine objects
Multi Main
Stoicism
You gain trained proficiency in a weapon of your choice
If the monster uses a roar action, you can make a
Bravado check against the monster's DC to avoid its Bubble Dance
effects.
When affected by bubbles, you gain a +2 to all your
saves.
Guild Marm (Nivel +8)
Grants the power to mark monsters as quest targets

7
MHRPG

Wave jumper Master Gatherer


You can ignore difficult terrain and indirect effects that Collecting objects from the environment is a Free action
force you to move
Maximum Power (Level +4)
Master of Poop If you don't move on your turn, your attacks have crit
+2 to Dexterity rolls to make dung bombs, and monsters range +1
have a -2 to their saves against them
Rage of Anjhanat
Master of Effluvium While you have 50% or less life remaining, you can move
Nullifies damage from environmental effects such as once per turn as a free action
effluvium
Monster Will (Level +8)
Fire Barrier You gain a bonus action. You can use this bonus action
Nullifies the effects of extreme heat only to move or sheathe or unsheathe your weapon

Critical Unwind Mind's Eye (Level +12)


When you draw your weapon, if your next action is an Your attacks ignore the monster's toughness, regardless
Attack, it has +1 Crit Rate of your sharpness.

Master of jumps Perfect Guard


Falling attacks have +0.1 MV If you used the Block action, dodge points are not
subtracted if the monster's aggression was unblockable.
Fainting Bonus
Each time you fall unconscious, you gain +5 defense and Master's Touch
+50 base damage for the next hour (Triggers a maximum When you make a critical hit, your weapon does not lose
of two times in a row) sharpness

Endurance Divine Edge (Level +4)


+0.15 MV to attacks and+2 Reflex saves while affected Reduces dullness by half (Your weapon loses sharpness
by a status ailment every two hits if it's slow-edged, and every four hits if
it's fast-edged)
Extended Evasion
The dodge bonus when using the roll action increases to Provocative
+3 Makes the monster more likely to direct its reactions
against you
Quick Sheathing (Level +4)
Can sheathe your weapon as a free action, and reduces Divine Blessing (Level +4)
the longsword's “Prepare” action to a single action Each time you take damage, roll a d20, on a 20, you take
half damage
Master Transporter
Carrying heavy objects does not reduce your movement
by half.

8
MHRPG

Fast Handling Legendary Expertise (Level +12)


Reduces the use of all objects by one action (Except the Your proficiency with a weapon type increases by one
whetstone and up to a minimum of 1 action) level

Fast Sharpening Second Wind (Level +8)


Reduces the Sharpen Weapon action by one action (To a You regain all health when detonating a monster's wound
minimum of 1)
Legacy
Rapid Mutation When you fall unconscious or die, all allies within 30 feet
The Charged Blade and Switch Axe Mutation action is recover 50 HP.
reduced to a free action
Plague Immunizer
Rebellion Reduces the X value of elemental plagues that have it by
Defense +10 when the monster is enraged 2 (To a minimum of 1)

Sneak attack Hungry Wolf


Base Damage +30 when attacking a monster from Reduces your maximum health by 50, but increases the
behind MV of all your attacks by 0.5

Adrenaline Elemental Critic


+0.2 MV to attacks until the end of the next turn if you If your weapon has elemental damage, it is increased by
manage to avoid the monster's aggression by 1 point or 25% on critical hits.
less
Long-distance runner
Leverage If you use all three of your actions to move, you can
+100 final damage on each attack when attacking a move one more time as a free action.
monster affected by poison or paralysis
Latent Power
Burst (Level +8) At certain unknown times, you unleash a hidden power
+50 cumulative final damage for each consecutive that increases your critical hit rate by +2
attack made in the same turn

Detonate (Attack) (1a) The Combat


Make an attack against a monster that has a wound. If Each combat round consists of two phases, the initial
you hit, its wound is automatically destroyed. action of the monster, and the players' turns.

Critical Power The initial action


Extra damage from attacking wounded monsters is At the beginning of each combat round, it is the
increased to 50%. monster's turn. On its turn, the monster can move and
use an initial action, which can be an attack.

9
MHRPG

Players' turn The Monsters


After the monster's turn, players take their turns in any
order. Each player has three actions, which they can use Anger counter
at will (there are two types of actions: weapon actions
The Anger counter increases by 1 each time the monster
and generic actions).
takes damage. At the start of the monster's turn, if it
received damage, its counter increases by 1. Likewise, if
Dodge points it did not receive damage its counter is reduced by 1.

On their turn, by taking certain actions, the player can Upon reaching the maximum (which may be different for
gain dodge points, which are used to avoid the monster's each monster) it enters the rage state
attacks. At the end of the round, all dodge points
disappear. While enraged, its actions change, it does not fatigue, it
has advantage on resistance saves, and if it is dealt
enough damage to advance to the next phase, he does
Aggression not pass.
At the end of each player's turn, if they are within 10 feet When enraged, each round it loses one point of anger
of a monster, they will be subjected to aggression. Roll passively, and upon reaching 0 it exits rage mode. If
1d4; if the result is higher than the player's Dodge Points, enough damage has been done to advance to the next
they will be subjected to the monster's aggressive phase, each hit from other creatures reduces the
action, which usually deals damage. counter by 2

Monster reactions Fatigue counter


During a round, the monster can take reactions, which Increases by 1 each time it takes damage or uses a
are actions it uses outside of its turn. Generally, unless a reaction. Upon reaching its maximum, the monster
particular reaction states otherwise, reactions are taken enters a fatigued state (unless it is enraged). While
at the end of a player's turn. fatigued, the monster has -1 reaction, -5 damage, and
disadvantage on Reflex saving throws. The monster
recovers if it enters rage mode or feeds on something. In
The Mount both cases, the counter resets to 0.
Each monster has a mount counter, each time a creature
makes a Falling attack against the monster, the counter Phases
is reduced by 1.
Each monster has 3 phases
When it reaches 0, the hunter that reduced it to 0
mounts the monster. ●​ Fighter: normal monster
●​ Eye: +1 to aggression d4, +2 to maximum
Each turn, the hunter can use an action to stab the fatigue counter
monster. If 4 stabs are achieved, the monster falls to the ●​ Cornered: reduced mobility, +2 to aggression
ground. d4, -3 to rage counter maximum, can be
captured
Each time the rider is attacked by the monster, he must
make a Resistance save or fall to the ground.
The Critical hits
Falling Attacks There are two types of critical hits
When you gain height or start your turn with a height of
●​ Critical Hit: If your attack roll equals or
10 feet or more, you can use a one-action offensive
exceeds your weapon's crit range a critical hit
action while airborne; this is considered a "falling
occurs, and the attack does 25% more damage
attack." Immediately after this attack, you fall to the
ground. ●​ Rending Blow: If your attack roll is 20, a
rending blow occurs (in addition to the critical

10
MHRPG

hit), which causes a wound to the monster ●​ Infested: You cannot regain health and take
that lasts until the end of the next round. +30 damage from frenzy attacks. Lasts until
the end of your next turn.
●​ Apex: Crit range +2 until the end of your next
The Wounds turn
Each creature that hits a wounded monster deals 10%
additional damage. If a rending blow is struck against a
wounded creature, it takes damage equal to the
Elemental Plagues
weapon’s base damage and is knocked to the ground, but
the wound immediately heals. Water X
Reduce your actions per turn by the value of X, each
Altered States time you use the dodge action X is reduced by 1

Paralysis Ice X
Reduces your actions per turn by the value of X, each
You can't take actions for 1 turn, and you automatically
turn X is reduced by 1, if it has no value, it removes all
fail Reflex saves.
your actions and lasts until you receive damage

Poison [Grade] Fire X


You take damage at the end of each turn based on the You take damage at the start of your turn based on X x 5,
poison's level: dodging reduces X by 1

Grade Damage Dragon


1 5 Nullifies your weapon's ability

2 15 Lightning
3 30 -2 to Resistance saves

Lethal 50
Generic Actions
Blast Move (1a)
At the end of your next turn or whenever you take +1 Dodge, Move up to your movement speed. Only once
damage, you take 60 points of damage that ignores per turn if your weapon is drawn.
armor. This is negated if you use the Roll action 3 times.
Roll (1a)
Sleep You roll, move 5 feet, and gain +2 Dodge
At the end of your turn, you fall unconscious until you
take damage and automatically fail all saves. Disengage (1a)
You move up to 10 feet without provoking reactions
Trapped
Sheath (1a)
You cannot move and receive a -2 to attacks and saves
You sheathe or unsheathe your weapon
Frenzy
At the end of your next turn, you become infested. If you
land 6 attacks before this, you enter Apex State.

11
MHRPG

Leap of Faith (2a) This penalty lasts until they take a village rest.
Only with your weapon sheathed, until the start of your
next turn, you receive no aggression from the monster Death
and if you make a saving throw, you can roll twice and
pick the higher result Normally, death is not a danger in hunting, since hunters
have enough stamina to survive the blows of monsters
Sharpen (1-3a) despite how powerful.
You recover 4 / 8 / 12 sharpening points depending on However, some attacks can penetrate even this
how many actions you use resistance.

Using Objects If a player has their HP reduced to 0 by an attack with


the “Lethal” property, the character must succeed on a
Each item costs a particular number of actions, and
Resistance save against the monster’s DC or die
some may have a different effect depending on the
permanently.
number of actions you spend using it.

Predict (1a)
Weapons
You can make an Insight check against the monster's DC.
On a success, you know what its next reaction will be.
Great sword
Intimidate (1a)
You can make a Charisma check against the monster's Passive
DC. On a success, the monster has a -1 penalty to its
next aggression check.
Base damage
500 Slashing
Multiple Attack Penalty
Your Attack actions have a -4 penalty on rolls starting Weight
with the second attack action and -8 starting with the -5 movement while unsheathed
third.

Offensive Actions
Falling Unconscious
When your hit points reach 0, the hunter falls Attack (1a) (Attack)
unconscious, falls to the ground, and cannot take any MV 0.7
actions.
Slap (1a) (Attack)
As an action, another creature can assist the
unconscious hunter, restoring its life to full and lifting it MV 0.3 Contundent
to its feet.

If a hunter gets up with the help of another, he loses 2


Technical Actions
actions on his turn.
Charge (1a)
+0.1 to the MV of the next attack, stackable, if the last
Morality action was offensive +2 to the attack roll of the next
The first 3 times a player falls unconscious they do not offensive action, if the last action was defensive +1 to
have side effects. However, starting with the 4th, all the next attack roll, if the first action was technical, and
hunters in the group receive a cumulative -1 penalty to the second defensive allows you to use truecharge as a
all actions. free action, if used as the last action of the turn allows
you to use tackle as a free action.

12
MHRPG

Truecharge (3a) (Attack) Spirit Slash (1a, -1 spirit charge) (Attack)


-4 to hit, MV 4, Ignores Toughness MV 0.8

Upward Slash (2a) (Attack) Helmbreaker (3a, -1 spirit charge) (Attack)


MV 0.9 slashing, grants height to an ally within 10 feet 3 MV 1 attack with 3 hits

Defensive Actions Prepare (3a)


Allows you to use Premonition Slash as a reaction at the
Block (1a) end of your turn

+3 Dodge, canceled if another action is used afterward,


reduces weapon sharpness if the player does not receive Defensive Actions
the aggression
Premonition Slash (2a) (Attack)
Plywood (1a) MV 0.5, +1 Dodge. If used as a reaction and hits, cancels
+1 dodge, if used as a reaction prevents becoming prone the aggression
and halves the damage of an attack
Perfect Dodge (1a)
+3 Dodge, only after an attack, +1 charge if aggression is
Long Sword avoided

Passive
Hammer
Base Damage
300 Slashing Passive

Crimson Edge Base Damage


With 4 or more accumulated Charges, grants an 350 Blunt
additional basic attack per action
Offensive Actions
Combo
+0.8 MV to the third consecutive spiritual slash Attack (1a) (Attack)
MV 0.8
Offensive Actions
Technical Actions
Attack (1a) (Attack)
MV 0.6 Charge (1a) (Attack)
+0.2 MV to the next attack, stackable. Allows you to
Thrust (Fa) (Attack) maintain your charge while moving. Interrupted if you
MV 0.2, once per turn take damage or use an action other than moving

Technical Actions Rebound (Fa) (Attack)


MV 0.4, once per turn after an attack, no multiple attack
Charge (1a) penalty
+1 Spiritual Charge
Spin Attack (2nd) (Attack)
Three Attacks without penalty, MV 0.5

13
MHRPG

Prepared Attack (3a) (Attack) Defensive Actions


MV 3.2, Stun +2
Step (Fa)
Defensive Actions +1 Dodge, once per turn, Devil mode only, you can move
5 feet
Dash Attack (1st) (Attack)
MV 0.5, if the monster uses a physical reaction against Charge Blade
you, reduce the damage by half
Passive
Dual Blades
Base Damage
Passive 450 Slashing

Base Damage Mutable


150 Slashing The charge blade has two modes, sword mode and axe
mode (Range +5 feet in axe mode)
Agile
Combo
-1 to the multiple attack penalty (ssecond Attack action
has -3, third onwards has -6) If you use a defensive action, and avoid the monster's
aggression, you can use AED or SAED as a 1 action on
Dual your next turn
1 additional attack for each action
Offensive Actions
Offensive Actions
Sword Attack (1a) (Attack) (Sword Mode)
Attack (1a) (Attack) MV 0.6, +2 Charge
MV 1
Axe Attack (2nd) (Attack) (Axe Mode)
MV 1
Technical Actions
Discharge (1st) (Attack) (Axe Mode)
Devil Mode (1a)
MV 0.8, -1 Vial
+0.1 MV to attacks and +10 to movement until the end
of the next turn
Technical Actions
Spin Attack (3a) (Attack)
Rotate (1a)
3 MV 0.8 attacks, +1 attack per monster's size, you move
to the monster's opposite flank Change mode, +1 to saves until the end of the round.

Displaced Attack (2a) (Attack) Double Strike (2a) (Attack) (Sword Mode)
MV 0.6, you move 10 feet without provoking reactions Two MV 0.5 Attacks, +3 charges per attack

Load Vials (1a)


Converts charges into Vials

14
MHRPG

Empower Sword (2nd) (Attack) Quick Aim Penalty


MV 0.6, +0.2 MV to sword attack for 1 minute (Minimum 5 All bow attacks have a -4 penalty to the attack roll
vials)
Types of Shooting
Shield Boost (1a) (Attack)
The bow has three types of shooting
MV 0.3, Empowered Shield, Consumes all vials (Minimum
5 vials) ●​ Piercing: Critical distance +20 feet
●​ Fan: Base damage +30 at critical distance
Wild Axe (Fa) ●​ Save-1 to the multiple attack penalty
+0.2 MV to the axe attack and shock for one round.
Prevents the use of AEDs and SAEDs. Vials
The bow can have multiple vials. Each shot consumes
AED (2a) (Attack) (Axe Mode) one equipped vial:
MV 1.5, Rotate, -1 vial ●​ Point-blank range: Base Damage +50 in
critical distance
SAED (3a) (Attack) (Axe Mode) ●​ Power: Base Damage +20
MV 1.2, three attacks in three consecutive 5x5 spaces, ●​ State: Grants 100 of an altered status
ignores toughness, mutate, consumes all vials (minimum (Nitro/Sleep/Paralysis/Poison)
5), only with empowered shield ●​ Fatigue: +1 to the monster's fatigue counter

Defensive Actions Offensive Actions

Block (1a) Shot (1a) (Attack)


+3 Dodge, canceled if another action is used afterward, MV 0.7
reduces weapon sharpness if the player avoids the
aggression. +1 Dodge if the shield is boosted (Sword Technical Actions
mode only)
Dragon Pierce (3a) (Attack)
Side Dodge (Fa)
1 hit, 3 instances of MV 1 damage, each consecutive use
+1 Dodge, after an attack, once per turn, you move up to
reduces damage by half
5 feet as part of the same action
Load Vial (1a)
Bow Change the bow vial

Passive Aim (1a)


Cancels the quick aim penalty until the end of the round
Base Damage
200 Penetrating Voleada (2a)
The hunters within a 10 foot radius within a 100 foot
Distance range receive one of the following buffs
60 feet maximum -​ Healing: +20 HP
-​ Affinity: Critical Range +1 until the end of the
Critical distance round
Base Damage +50 if you attack at a range of 30 feet or -​ Stamina: Lost actions (due to noise or other)
less recovered

15
MHRPG

Defensive Actions Defensive Actions

Lightning Dodge (1st) Sonic Pulse (2a)


+2 Dodge, Only after an attack, allows you to make a +1 dodge, forces the monster to focus its attention on
Shot as a reaction if the monster's aggression is avoided you

Hunting Horn Equipment


Passive
Weapons
Base Damage Weapons consist of four factors:
300 Blunt
●​ Damage
●​ Crit Range
Songs
●​ Skills
A song is made up of notes, played according to the ●​ Sharp
attacks used. When you activate the song, the effects
corresponding to the last three notes played are
generated, and all notes disappear.: Damage
A weapon's damage is the base damage of the weapon
●​ High: +10 HP to all creatures within 20 feet type + the damage multiplier of the monster type it is
(+50 with three highs) made from.
●​ Low: +5 defense to all creatures within 20 feet
(+20 with three lows)
●​ Dual: +50 final attack on all the allies at 20 Skills
feet (+100 with three duals) Each weapon grants one ability of a set level based on
the monster its made of
Notes disappear 1 minute after being played.
Crit Range
Offensive Actions
The crit Range determines the number at which your
attacks are critical hits when using this weapon.
Attack (1a) (Attack)
MV 0.8, High Note
Sharpness
Heavy Attack (2nd) (Attack) Each weapon has a maximum sharpening number, and a
dulling speed
MV 1, Dual Note

Light Attack (1st) (Attack) Armors


MV 0.6, Low Note The armor consists of two factors:

Technical Actions ●​ Defense


●​ Skills
Activate Song (2a) Both are the equivalent of weapons
Activate the notes stored in the song
Each armor consists of 5 pieces, each with a defense
value and a specific skill level. A hunter who mixes pieces
Spinning Strike (2nd) (Attack)
of different armor can mix levels of different skills.
Two Attacks, MV 0.6, Note of your choice

16
MHRPG

Improving Armor During crafting, one or more pieces can be replaced with
monster pieces, resulting in a piece of armor for that
During your village rests, you can spend money to
monster, with its corresponding defense and abilities.
improve the defense of each piece of your armor by +2,
up to a maximum of 5 times. If pieces of multiple monsters are used, the defense and
ability of which individual monster is kept, and which are
Upgrading a piece of armor costs 500z x number of
discarded, can be chosen.
upgrades x armor rank (1 for low, 10 for high, 100 for
master) All parts used in the crafting of a piece of armor must be
of the same rank.
Crafting Weapons and Armor
To craft armor, 3 pieces of material of the corresponding
rank are required, which can be metal of the required
rarity.

Objects
Object Actions Description Value

Grass 1 Heals 10 HP 10z

Potion 1-2 Heals 15 HP with 1st action - 35 HP with 2nd actions 50z

Megapocion 1-3 Heals 20 / 40 / 70 HP depending on how many actions you use 1000z

Medication 1 Heals 20 HP -

Medication + 2 Heals 80 HP -

Maximum Potion 1 Heals All Life 20000z

Ancient Potion 2 Heals all health and removes any status ailments 100000z

Curibaya 1 Cure Elemental Pests 50z

Antidote 2 Cure Poison 200z

Healing Octopus 2 Heals all creatures within 20 feet for 30 HP. 500z

Light Bomb 1 DC 15 Stamina Save from the monster or stun 1000z

Bomb boñiga 1 Monster's DC 20 resistance save or move to another area 500z

Cold Drink 2 Protects against heat until the next break 80 z

Hot Drink 2 Protect from the cold until the next break 70z

Ration Allows you to cook food with the use of the appropriate feat 20z

17
MHRPG

Crafting Objects
At any time, a player can use 3 actions to combine two
objects at hand to create a third. To do this, they must
make a Dexterity (Nature) roll against a DC that depends
on the object to be created (As shown in the following
table) If the DC is exceeded, the object is created.
Otherwise, the combination fails and the materials are
lost.

18
MHRPG

Object Formula Table


Object Ingredients Combination DC

Potion Grass Blue Mushroom 10

Megapocion Potion Honey 12

Medication + Medication Honey 12

Maximum Potion Dragon Mushroom Mega Nutrients 15

Ancient Potion Kelbi's Horn Immunizer 20

Nutrients Divine Beast Blue Mushroom 10

Mega Nutrients Nutrients Honey 12

Antidote Antidote Herb Blue Mushroom 10

Armor Skin Catalyst Armor Seed 12

Armor Skin + Armor Skin Pale Extract 15

Demon Drug Catalyst Seed Power 12

Demon Megadrug Demon Drug Pale Extract 15

Healing Dust Healing Crystal Monster Material 10

Catalyst Bitter Bug Honey 10

Red Ivy Web 10

Pitfall Trap Red Trap Tool 10

Electric Trap Electric Bug Trap Tool 10

Pump Material Stone Sap 10

Light Bomb Bomb Material Shining Crystal 15

Bomb Boniga Pump Material Boñiga Real 12

Bomb Barrel Gunpowder 15

Immunizer Catalyst Dragon Mushroom 12

Gunpowder Fire Grass Nitro Mushroom 10

Hot Drink Bitter Bug Boiling Pepper 12

Cold Drink Ice Crystal Bitter Bug 12

19
MHRPG

Weapon Skills Precision


1.​ +1 to attack rolls
2.​ +2 to attack rolls
Critical Eye
3.​ +3 to attack rolls
1.​ Critical Range +1
2.​ Critical Range +2 Craftsman
3.​ Critical Range +3
1.​ +3 sharpening points
2.​ +5 sharpening points
Poison Attack
3.​ +8 sharpening points
1.​ Grants 100 Poison to the weapon
2.​ Grants 200 Poison to the weapon Wet Edge
3.​ Grants 300 Poison to the weapon
1.​ MV + 0.1 when wet or full of bubbles
2.​ MV + 0.15 when wet or full of bubbles
Blast Attack
3.​ MV + 0.2 when wet or full of bubbles
1.​ Grants Blast 100 to the weapon
2.​ Grants Blast 200 to the weapon Resentment
3.​ Gives Blast 300 to the weapon
1.​ +10 damage if your health is not at maximum
2.​ +15 damage if your health is not at maximum
Skinner
3.​ +20 damage if your life is not at maximum
1.​ Allows to Cause Wounds on a 19-20
2.​ The same but in 18-20 Defiant Sheathing
3.​ The same but in 17-20
1.​ When you sheathe your weapon while the
monster is angry, you regain 5 sharpness
Weak point
2.​ Same but 9 sharpening
1.​ Critical range +2 when attacking a wound 3.​ Same but 14 sharpening
2.​ Critical range +3 when attacking a wound
3.​ Critical range +4 when attacking a wound Inflame
1.​ Your attacks lower the rage counter by 2
Perfection
instead of 1, but you gain +10 defense when
1.​ MV + 0.1 while your life is at its maximum the monster is enraged
2.​ MV + 0.2 while your life is at its maximum 2.​ Same but +15 defense and +2 Resistance
3.​ MV + 0.25while your life is at its maximum saves
3.​ Same but defense +20
Part-Breaker
1.​ +50 damage per hit to specific parts Sharp Scale
2.​ +100 damage per hit to specific parts 1.​ Rolling while the weapon is drawn restores 1
3.​ +150 damage per hit to specific parts sharpness
2.​ Same but 2 sharpening
Water Attack 3.​ Same but 3 sharpening
1.​ The weapon does 50 Additional Water Damage
2.​ The weapon does 100 Additional Water
Damage
3.​ The weapon does 200 Additional Water
Damage

20
MHRPG

Critical Chain Evasion Window


1.​ Critical Range +2 if your last attack was a 1.​ +1 to Reflex saves
critical 2.​ +2 to Reflex saves
2.​ Critical Range +3 if your last attack was a 3.​ +3 to Reflex saves
critical 4.​ +3 to Reflex saves, if you pass the save you do
3.​ Critical range +2 for each consecutive critical not receive any damage
hit 5.​ Same but if you pass the save you can move up
to 10 feet without causing reactions

Armor Skills Attack Enhancement


1.​ +10 to base damage
Recovery 2.​ +20 to base damage
1.​ +1 life per round 3.​ +25 to base damage
2.​ +2 life per round 4.​ +30 to base damage
3.​ +5 life per round 5.​ +40 to base damage
4.​ +7 life per round
5.​ +10 life per round Grinder
1.​ +20 base damage when your sharpness is 10 or
Antidote less
1.​ -1 poison damage 2.​ +30 base damage when your sharpness is 10 or
2.​ -5 poison damage less
3.​ -10 poison damage 3.​ +40 base damage when your sharpness is 15 or
4.​ Nullifies poison but not lethal poison less
5.​ Nullifies all poisons 4.​ +50 base damage when your sharpness is 15 or
less
Agitator 5.​ +50 base damage when your sharpness is 20
or less
1.​ Base Damage +5 when the monster is enraged
2.​ Base Damage +10 when the monster is
Bombardier
enraged
3.​ Base Damage x1.1 when the monster is 1.​ Explosives do +10% damage
enraged 2.​ Explosives do +20% damage
4.​ Base Damage x1.2 when the monster is 3.​ Explosives do +30% damage
enraged 4.​ Explosives do +40% damage
5.​ Base Damage x1.3 when the monster is 5.​ Explosives do +50% damage
enraged

Fire resistance
1.​ -5 fire damage
2.​ -10 fire damage
3.​ -20 fire damage
4.​ -30 fire damage
5.​ Half fire damage

21
MHRPG

Botanical Survival Expert


1.​ +1 item collected when gathering herbs 1.​ Recover 5 health when interacting with the
2.​ +2 items collected when gathering herbs and environment
mushrooms 2.​ Recover 10 health when interacting with the
3.​ +2 items collected when gathering herbs, environment
mushrooms, and bones 3.​ Recover 15 health when interacting with the
4.​ +3 items collected when gathering herbs, environment
mushrooms, and bones 4.​ Recover 20 health when interacting with the
5.​ Same but increases the chances of finding rare environment
items 5.​ Recover 30 health when interacting with the
environment
Defense Boost
1.​ +5 defense Area Effect
2.​ +7 defense 1.​ When using an item, replicate its halved effect
3.​ +10 defense on all adjacent allies.
4.​ +10% defense 2.​ Same thing but in a 10 foot area
5.​ +20% defense 3.​ Same but in a 15 foot area
4.​ Same thing but in a 20 foot area
Free Food 5.​ Same but in a 30 foot area
1.​ When using a consumable item, roll 1d20, on a
20, the item is not consumed Health Boost
2.​ the same but in 19 1.​ Your maximum life increases by 10
3.​ the same but in 18 2.​ Your maximum life increases by 20
4.​ the same but in 17 3.​ Your maximum life increases by 30
5.​ the same but in 16 4.​ Your maximum life increases by 40
5.​ Your maximum life increases by 50
Pointer
1.​ Grants trained proficiency in a skill Earplugs
2.​ Grants expert proficiency in one skill 1.​ Allows you to make a resistance save against a
3.​ Grants master proficiency in one skill monster's roar (level 1)
4.​ Grants Legendary Proficiency in one skill 2.​ Nullifies level 1 roars
5.​ The same but also grants a +2 bonus to rolls 3.​ Allows you to make a resistance save against a
monster's roar (level 2)
Extra Healing 4.​ Nullifies level 2 roars
1.​ +10 health when using a healing item 5.​ Allows you to make a resistance save against a
2.​ +15 health when using a healing item monster's roar (level 3)
3.​ +20 health when using a healing item
4.​ +25 health when using a healing item Lucky
5.​ +30 health when using a healing item 1.​ When killing a monster roll a d20, on a 20, you
get one more piece of the monster
2.​ The same but in 19
3.​ The same but in 18
4.​ The same but in 17
5.​ The same but in 16

22
MHRPG

Specific Armor Abilities

Boiling Soul (Gogmazios)


1.​ You don't get trapped by getting covered in tar
2.​ When you use the roll action, you become
covered in tar.
3.​ While engulfed in tar, your attacks do 200 fire
damage.
4.​ While engulfed in tar, your attacks do 400 fire
damage.
5.​ While engulfed in tar, your attacks do 600 fire
damage and have critical range +1

Dragon Heart (Valstrax)


1.​ With HP <50%, you are infected with dragon
plague but grants final damage +100
2.​ With HP <50%, you are infected with dragon
plague but grants final damage +150
3.​ With HP <50%, you are infected with dragon
plague but grants final damage +200
4.​ Same but also reduces elemental damage by
10
5.​ Same but damage is reduced by 30

23
MHRPG

The Exploration Food System


During a camp break, if a handler or hunter with the Chef
During a mission, players will find themselves in a
feat is present, players can eat to gain important
hunting zone, which is a limited section of a biome that
power-ups during the mission.
acts as a hunting ground.
There are two types of meals, basic meals and complete
Players will be able to freely explore this area for as long
meals.
as they have time to complete the mission.
Basic food requires spending a single ration, and
increases the maximum HP of each party member by 25
Tracking the Monster
points.
Upon entering an area, players may make a Nature check
to search for clues about the monster they are tracking. A full meal, on the other hand, increases the party's
The result of this check will determine whether they find maximum HP by 50 and grants a special food ability, but
traces of the monster they are tracking, another requires the use of a food catalyst, which is a special
monster, or if the trail goes cold. type of item that can be purchased or collected from the
environment.

Collecting Each food catalyst grants a particular ability. All food


In each section of a hunting area, players may make a effects last until your next rest.
Nature check to identify resource extraction points in
the area. Once found, and if they have the appropriate Food Effects
tools, players may attempt an Athletics or Nature check
to extract materials from the area. Food Catalyst Effect

Each extraction node can grant up to 3 items. Eastern Honey All healing items heal 5 more HP

Conga Truffle When extracting materials from the environment, it


Examples of Natural Resources (LR) grants one more item

Resource Description Southern Garlic You survive with 1 HP an attack that would leave you
unconscious (Once)
Stone A normal stone
Aged Cheese When taking damage, roll 1d20, on a 20, the damage
Iron Metal (Tier 1, Low Rank) is halved

Machalita Metal (Tier 2, Low Rank) Fluffy Egg You get an extra action on your turn

Dragonita Metal (Tier 3, Low Rank) Felyne Ruby You do not take damage from the environment

Wood Wood (tier 1, Low Rank) Grey Cocoa +2 to Nature and Occult rolls

Yukumo Wood (Tier 2, Low Rank) Dried meat The first time someone in the group falls
Regions unconscious it does not affect the group's morale.

Earth Crystal Gemstone Kirin Butter +1 Dodge when walking or using the roll action

24

You might also like