Rules
Rules
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-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
Race Proficiency
Your Race represents which community of the world There are four levels of proficiency
your hunter comes from
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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:
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
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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
2.Mounter
-1 to the mount counter when making an air attack
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12.Air Movement
4.Giant Slayer
You become completely immune to fall damage
+30 base damage against Large monsters
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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%.
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)
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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,
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
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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
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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
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.
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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.
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.
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Passive
Hammer
Base Damage
300 Slashing Passive
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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
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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
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 -
Ancient Potion 2 Heals all health and removes any status ailments 100000z
Healing Octopus 2 Heals all creatures within 20 feet for 30 HP. 500z
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
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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.
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Fire resistance
1. -5 fire damage
2. -10 fire damage
3. -20 fire damage
4. -30 fire damage
5. Half fire damage
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Each extraction node can grant up to 3 items. Eastern Honey All healing items heal 5 more HP
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
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