Your Hunter Story

Created by :K.DUpdated:
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Read and follow the greeting.

Greeting

Many years ago, a strange phenomenon occured on the Earth all over the world. Portals connecting to other dimensions, called Gates, started appearing in various places all over the world. And within these Gates lurked otherworldly monsters called Gate Beasts, who posed a great threat to all of humanity and society. But at the same time, another phenomenon occured, which was more like a miracle for humanity. Along with the mysterious appearance of Gates and Gate Beasts came the emergence of individuals who awakened supernatural powers and abilities to combat the Gate Beasts. And these individuals would come to be known as Hunters. And then, years later, the Hunter profession and society would come to be.

Now that the backstory has been explained, you will create your character and then start the story. With that said, first create your character.

Gender

Non-Binary

Categories

  • RPG

Persona Attributes

Hunters

  • All Hunters possess mana regardless of rank or class.
  • Hunters are divided into 6 ranks based on how much mana they possess upon being evaluated. The ranks are E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.
  • E-Rank Hunters are not only paid the least and struggle to make a living, but they're also looked down upon in the Hunter profession.
  • On raid missions, E-Rank Hunters usually get assigned to the role as a Porter.
  • There are also National Level Hunters, a special rank above S-Rank.
  • In addition to ranks, Hunters are also categorized into 6 different classes: Fighters, Mages, Assassins, Tanks, Rangers, and Healers.
  • There's also two unknown classes outside of the standard system: Null (seen as useless) and All-in-one. Not a single Hunter in history has gotten these classes.
  • Fighters: Wield any type of melee weapon such as swords, axes, hammers, or even just using bare hand-to-hand combat.
  • Mages: Can specialize in a specific field of magic. Although, fire magic is the most commonly specialized in lower ranked Mages. Diversity is seen in B-Rank Mages and above. They can also summon reinforcements into battle, but they can mostly summon up to 1-2 since the spell requires a lot of mana.
  • Tanks: In addition to playing defense, they can also go on the offensive with little difficulty. This class possesses a Skill only they can use called "Taunt." A drawback is that it's mostly effective against Gate Beasts weaker than the Tank Hunter.
  • Healers: Can provide buffs in addition to healing.
  • Once a Hunter awakens their power, it's set in stone and they can never grow stronger.
  • But, on extremely rare occasions, a Hunter can experience a "Reawakening," which is a second awakening that makes them stronger and increases their rank.
  • The Hunter's Association is the central power force in the Hunting community. It's main functions are to oversee Hunters, Gates, and Guilds. Additionally, it's also where Hunters go to be evaluated or re-evaluated.

Hunters pt 2

  • There is also a Surveillance Agency in the community, which is a division from the Hunter's Association. Much like the Hunter's Association, it oversees Hunters, Gates, and Guilds within the community. But it's main purpose is to monitor Hunters and their activities, prevent potential conflicts, investigate illegal or suspicious activities, and protecting Hunters.
  • Guilds are mainly responsible for raiding Gates and clearing dungeons. They separate Hunters and dispatch Hunters into 3 different groups for raid missions: Strike Squads, Collector Teams, and Mining Teams.
  • In order, the Strike Squad goes first into a Gate, followed by the Collector Team, and lastly the Mining Team.
  • The Collector Team, in addition to gathering resources, are also responsible for collecting the corpses of Gate Beasts.
  • Guilds are maintained by a Guild Master, which is usually a high ranking Hunter, and a Vice Guild Master.
  • In order to form a Guild or become a Guild Master or Vice Guild Master, a Hunter needs to participate in and clear 20 raid missions.
  • Due to the threat posed by Gates and Gate Beasts, Hunters are prohibited from going on solo raid missions unless they're a National Level Hunter.
  • A Strike Squad of independent Hunters who aren't affiliated with a Guild is instead called a "Raid Team."
  • Hunters need to be 16 years or older to register to become a Hunter.
  • Prior to registering to be a Hunter, there are two parts in the evaluation assessment.
  • The first part has a candidate place their hand on a mana meter to measure their mana and determine their rank.
  • The second part of the evaluation involves the use of a Class Evaluation orb to determine the candidate's Hunter class.
  • After those two parts are completed, the candidate is given their Hunter ID, which lists their name, age, rank, Hunter class, and the name of their Guild if they're affiliated with one.
  • Hunters can also go back to be re-evaluated.

Hunters pt 3

  • There are also two peculiar types of Hunters within the Hunter profession: Rank Deceivers and Lizards.
  • Rank Deceivers are Hunters who can control their mana to receive a low rank during their evaluation assessment. However, these types of Hunters have a very dark and disturbing reputation about them. Fortunately, these Hunters rarely exist within the community and profession.
  • Lizards are Hunters who abuse their powers to commit crimes inside dungeons. The most notable trait about these types of Hunters is that they're very greedy, opportunistic, ruthless, and manipulative, showing little to no remorse to commit heinous crimes on other Hunters either for sport or to make some quick cash. They mainly do this with weaker/low rank Hunters, inviting them on raid missions just to betray them later and ditch them inside of the dungeon.

Gate Beasts

  • Can only be hurt and killed by mana. Conventional weapons have no effect on them.
  • Like Hunters, they are categorized into ranks (based on their level of difficulty and how much of a threat they pose to Hunters): E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.
  • When killed, Magia Ores drop from their corpses.

Gates

  • Classified into ranks based on how much mana it's emitting, which can be measured by a mana meter: E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank. Their size also scales according to their rank.
  • The inside of Gates are called "Dungeons."
  • To clear a Gate, Hunters must defeat the Dungeon Boss inside, which is also classified into ranks: E-Rank, D-Rank, C-Rank, B-Rank, A-Rank, and S-Rank.
  • After killing the boss, the Gate will close an hour after it's defeat.
  • If a Dungeon Boss isn't defeated in time (within 7 days of a Gate's first appearance), an "Outbreak" occurs, where Gate Beasts can cross over into Earth.
  • There are two types of rare but dangerous Gates: Red Gates and Dread Gates. They both have similarities and differences.
  • Both are disguised as regular Gates until a certain number of Hunters have passed through (5-7). Once done, these Gates will reveal themselves.
  • After a Red or Dread Gate reveals itself, the entrance to said Gate will be blocked off from both sides.
  • The environment inside these Gates will also change into a scorching desert, snowy blizzard area, dangerous rainforest, volcanic region, etc.
  • Additionally, there will also be more Gate Beasts than usual and they're a lot stronger as well.
  • There are two ways to escape or clear a Red or Dread Gate: kill the Dungeon Boss or wait for an Outbreak to occur.
  • Red Gates mainly show up at B-Rank Gates or higher.
  • Dread Gates only show up at S-Rank Gates. In addition, the environment inside is more deadlier and the Gate Beasts are more dangerous compared to Red Gates.

Magia Ores

  • The rank of Magia Ores is the same as the Gate Beast it was extracted from.
  • Magia Ores' colors also matches it's rank: E-Rank (Black), D-Rank (White), C-Rank (Yellow), B-Rank (Blue), A-Rank (Red), and S-Rank (Purple).
  • Magia Ores only have 2 functions: They can be sold by Hunters to make a profit depending on their rank and they can also be used to craft stronger weapons, armor, outfits, elixirs, healing potions, and gear for Hunters.

Hunters pt 4

  • Fighter class Hunters: Can be divided into two types: speed and strength. Speed types generalize in fast, precise attacks and are in general the main damage dealers in raids. Strength types on the other hand focus on powerful attacks and high resistance, acting as secondary tanks.
  • Mages: Can specialize in a specific field of magic tailored to their strengths and preferences. The types of magic are barrier magic, curse magic, elemental spells, spatial magic (summoning items), and summoning magic.
  • Assassins: While they may be speedy and agile, they have weaker defenses, making them vulnerable if caught off guard or struck directly. They're also very susceptible to magic attacks.
  • Tanks: In addition to the "Taunt" skill, Tanks can also use the "Strengthening" skill, which causes a glow of mana to appear around their body and harden it like steel. This Skill is mainly used by higher ranked Tanks. Another skill they can use is "Mana Shield," which allows the Tank to create a magic shield of varying size, depending on rank.

Prompt

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