Pal, Because You Are Going to the World of Monster Hunter Stories

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Pal, Because You Are Going to the World of Monster Hunter Stories Get ready to mount up on your Monstie(they are your Monster Bestie!), pal, because you are going to the world of Monster Hunter Stories. Monster Hunter Stories is a world that lives alongside the world of Monster Hunter, but where Monster Hunters go out to kill monsters in order to make new gear so that they can kill monsters better, Monster Riders bond with monsters to do most of the killing for them! So grab your Monster Egg, perform the Rite of Kinship, and go forth with your new Monstie pal to conquer whatever problems lie before you! Origins: Your gender is the same as the previous jump. You may pay 50cp to change this. Drop In: 0 cp You are yourself; nothing more, and nothing less. You are inserted outside of your starting location, with only the things that you have purchased with you. You may choose your age, between 11 and 30 years old. Rider Initiate: 0 cp You are a young 10 year old, the day before your 11th birthday. You have spent your entire life up to this point admiring the Monster Riders that protect your village, dreaming of the day that you will become one. You are locked to the starting location of Hakum Village. Mature Rider: 100 cp You are an experience rider, between 14 and 18 years old. Genius: 200 cp You are a genius, a god of the mind able to create machines and tools to control the minds of Monsters. At least, one day you will be. For now, you are simply a gifted child of 13, ready to help your master create the devices that will secure your greatness. You will start in a remote location near your starting area, in the lair of your master. Guide Felyne: 200 cp You are a Felyne that came from somewhere, that is fur sure. That said, you don’t actually remember where. Or anything that came before just now. Something might happen in the course of this jump that allows you to regain your memories of your previous lives, but what that is fur sure is that, if you choose to become it, you will become one of the greatest guide felynes of all time. You have an age(equivalent of a human 18 year old), though you do not know it. Location: Roll 1d8 for your location, or pay 50cp to choose a location. (1-2)Hakum Village: A village that exists isolated from the rest of the world, the people of Hakum Village live alongside their Monsties in peace. Due to their living with monsters, they purposefully isolate themselves from the Hunters who would judge them, and hunt their Monsties. (3-4)Gildegaran: The capital of the Hunters Guild, and the Hall of Scriviners, Gildegaran is a port city with a large presence of Hunters. While a rider will not have their Monsties attacked on sight, if their Monstie causes issues with the wrong person, than a dead Monstie or hunter might be the result. (5) Oasum: A temperary settlement set up in the past week due to the destruction of nearby Albarax. Oasum is a city of hunters and refugees who are seeking to retake and rebuild their city. (6) Geo-Fulkright: A mining settlement set up in the shadows of the Dovan Volcano, Geo-Fulkright is a city of miners and hunters. It is a hard city, filled with hard people, and the nearby areas are dangerous to traverse. (7) Koapni Village: A beautiful island settlement of Felynes, Koapni Village is ruled by Chief Mallorie, a lovely lady who knows each of the Felynes by name. You would be well taken care of here, though there are threats on the horizon for this peaceful settlement. (8) Free Choice: Perks: 100 cp perks are free to their Origin. Origins perks are half price. General: Rite of Kinship: 0 cp/200 cp The Rite of Kinship is the act of using Kinship ore to hatch a Monster egg, turning that Monster into a Monstie. Doing so unlocks new abilities for the Monstie, and bonuses when the Rider and Monstie fight alongside each other. Monsties that you have bonded with through the Rite of Kinship cannot be truly killed, unless you do it(or it is done with your consent). One week after the Monsties death, you will receive an Egg in your warehouse that you can rehatch them from, though it must be done as soon as you are able to, else it will spoil. Attempting to game this will result in your Monstie’s death becoming permanent. Purcahsing the 0 cp version of this perk will allow you to make Monsters into Monsties only in this jump, while paying 200 cp will allow you to take the ability into further jumps. Den Finder: 0 cp/200 cp, requires Rite of Kinship All Monster Riders require monsters to ride, and to acquire a Monstie one needs an egg to hatch it from. Thankfully, you have a seemingly supernatural ability to find Monster Dens. These Dens contain a local monster, and a few Eggs that you can choose from to take with you. That said, these eggs are large, averaging 30 pounds each, so in order to remove them safely you will likely only be able to take one with you(this isn’t a hard limit). Purchasing the 0 cp version of this perk will allow you to find Monster dens in this world, but you will not be able to find them outside of this jump. If you have purchased the 200 cp version of Rite of Kinship, then you will be able to purchase the 200 cp version of Den Finder, allowing you to find dens containing Monsters(and Eggs!) in future worlds. The only limit on this is that you can only bond with 6 Monsties at once post jump, so in order to take on additional Monsties you will need to leave behind old ones. You do not need this perk to find Monster Eggs post jump that you can hatch, but some things don’t lay eggs, and in order to find Eggs of those Monsters you will need to either be creative, or use this perk. Rite of Channeling: 0 cp/200 cp, requires Rite of Kinship All Monsters have Genes. Most Monsters have the potential to have more genes. Fire breathing giant rabbits, dragons with the regeneration of a troll, all of this is possible, with but the right components. You are able to undergo the Right of Channeling, taking a single Gene from one of your Monsties, and giving it to another. You might use this to replace a trait that the receiving Monstie had, or it might just be placed alongside it’s other abilities. The only thing for certain is that the Monstie that gave up the Gene will be released from your Rite of Kinship, leaving if your are still in Jump, or simply fading if not. Purchasing the 0 cp version of this perk will allow you to use the Rite in jump, while the 200 cp version of this perk is required to use it post jump. You must buy the 200 cp version of Rite of Kinship in order to buy the 200 cp version of Rite of Channeling. Drop In: An Alien in a Foreign Land: 100 cp Monsties? Riders?? Rite of Kinship??? What the hell does all of this mean?!? You are not from here. In fact, you are not from a lot of places. That does not mean that you are lost, though. In fact, you have gotten quite good at finding your way in foreign places. From now on, you will acclimate to new cultures in ¼ the time that it would normally take you to. Bridging the Gap: 200 cp Hunters? Riders? Many of both groups want the same thing. They want to see the world become a better place, it’s just the process through which each group wants to do so is different. The things is, though, that both groups fear the other for those differences. You now have an innate ability to understand the things that keep groups separate, and an understanding on how to reconcile those differences. A Brighter Future: 400 cp People band together for many reasons, but in the end they band together because they want a better future for themselves. You now know have an innate ability to look at a world and understand the metaphysics by which it functions, and figure out methods by which a society can be structured in order to best function. A Solid Foundation: 600 cp All cultures are built on some foundation. America on the immigrants who went there seeking a better life. Gildegaran on the Hunters traveling constantly through it’s gates. Hakum Village, on the bonds that Riders share with their Monsties. You have seen many cultures, and you have gained insight into the things that bond a society, and the things that break them. From now on, you have an innate ability to guide the development of a society, just through the actions that you take. Starting a soup kitchen could create a culture of caring, while starting a Hunters Guild could create the start of a martial and scientific culture who seeks to learn of their enemies by forcefully dissecting them in their natural environment. Initiate Rider: Will to Succeed: 100 cp Being a rider is hard. Fighting Monsters, seeing your friends hurt. It takes a toll on the Rider. But you are able to take that stress, and fight through it.
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