Hunter Weapons Variant Rule: Zenny (Z)
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Preface ~Made by Stronger for use on /tg/.~ Thank you for reading this supplement. This is a small collection of rules and guidelines with the purpose of emulating Capcom’s Monster Hunter series within a Dungeons and Dragons: 5th Edition campaign. Monster Hunter is a game that is mentioned a lot on /tg/ in various ways, with the main question being “What system would work for a Monster Hunter campaign?” This is a question I had always wanted to answer, even taking months of time to develop an entire homebrew system for it. Sadly, it never saw fruition due to the insurmountable Monster Manual I couldn’t finish alongside an increasingly busy personal life. With someone posting “Doodles and Dragons” by Reddit user /u/comm_nagrom, I was very interested in their work, yet I felt that some aspects were not quite within the framework of 5e. I decided to use my old notes and my knowledge of 5e’s game mechanics and design philosophies to make my own version of a set of rules for Monster Hunter campaigns. I have a few concerns about the balancing of the weapon properties, most notably the Hammer and Great Sword, but otherwise, feel free to use the weapon property system to make customized weapons. An Insect Glaive with shelling? Go for it. A Great Sword with a built in bowgun? Sounds rad. Dual Swords with a phial system? You got it, chief. Just have fun with it. Race and Class Restrictions Hunter Rank The Monster Hunter universe does not The Hunter’s Guild utilizes Hunter Ranks readily feature classes capable of producing that their licensed hunters must adhere to. Its magical effects. Many magical or purpose is to restrict the level of bounties a supernatural things seen within the series are hunter has access to in order to prevent them only capable of being performed by the very from taking on a quest they are not skilled monsters humanity hunts. enough to follow through on. For this reason, the Dungeon Master may When a Hunter signs onto the Hunter’s elect to restrict the races and classes players Guild, they begin at Hunter Rank 1. This have access to in order to better emulate the rank improves as the Hunter proves their feel of the Monster Hunter world. The capabilities to the guild. A Hunter can only following lists the default races and classes partake in quests with a Quest Rank that is permissible by these rules, but the DM has equal or lower to their Hunter Rank. The freedom to change or alter anything they do maximum Hunter Rank a Hunter can attain not agree with or wish to accommodate. is Hunter Rank 9. When the guildmaster of a local guild Permissible Races: hall believes the hunter is ready to advance Human, Variant Human, Lynians, in rank, they issue an Urgent Quest. Usually Wyverians, Troverians being of a Quest Rank one higher than their Permissible Classes: Hunter Rank, Urgent Quests are very Barbarian, Fighter, Monk, Rogue dangerous, rarely proving themselves to be an easy task. Completion of an Urgent Quest The default classes assume your version will prove to the guild master that the of the setting has no magic like the games Hunter is ready to rise in rank. Completion originally depict. Therefore, the archetypes of an Urgent Quest will raise your Hunter that grant use of spell slots, such as Eldritch Rank by 1. Knight or Arcane Trickster, are removed Hunter Ranks are divided into tiers. Low from the list of player options. If you wish Rank consists of hunters within Hunter for the presence of magic that is available to Ranks 1 to 3. High Rank consists of hunters your players, you may add the following within Hunter Ranks 4 to 6. G Rank consists classes and archetypes to your list. of hunters with special G Rank permits within Hunter Rank 7 to 9. Expanded Permissible Classes: Bard, Druid, Ranger (PHB, Spell-less, Revised), Sorcerer Hunter Weapons Variant Rule: Zenny (z) While normal, mundane weaponry exists, The currency used in the Monster Hunter Hunters are known to utilize massive universe is the Zenny, abbreviates as z. One weapons made from a plethora of materials, gold piece in normal play is equal to one from mundane steel to the very creatures Zenny. Bronze, silver, and electrum do not they hunt. Every character is proficient with have Zenny counterparts, so Dungeon a number of Hunter Weapons equal to twice Masters may elect to award more Zenny to their proficiency bonus. Additionally, a players to match source material prices or character also gains proficiency with a simply utilize decimals for partial amounts Hunter’s Knife, which allows them to of Zenny. harvest materials from their slain bounties. One way a Dungeon Master could They begin play with one mundane version balance a party’s zenny income is by of every Hunter Weapon they have looking to the source video games. For proficiency with and a Hunter’s Knife. example, if the party is undertaking a rank 4 A character may only equip a single quest, look through rank 4 quests in a game Hunter Weapon at a time. The exception is to get an idea for how much a party should the Hunter’s Knife, which does not count be paid per quest. The following is a table of towards this restriction. averages you can use as guidelines for arranging payment for your players. The amounts listed are for the contract as a whole and divided among those who participated in the hunt.. Average Zenny per Quest Rank Rank Zenny 1 2,500 2 5,000 3 8,000 4 10,500 5 12,500 6 16,000 7 20,000 8 25,000 9 30,000 New Player Options Darkvision: You can see in dim light within 60 feet of you as if it were bright The following is a collection of new race light, and in darkness as if it were dim light. for players to use during character creation. You can’t discern color in darkness, only shades of grey. Lynian Keen Senses: Your physiology grants you enhanced hearing and smelling. You Lynians are a race of sapient creatures gain proficiency in the Perception skill. native to the many lands. There are two Lynian Nimbleness: You can move main species of Lynian: the more civilized through the space of any creature that is of a cat-like Felynes and Melynxes, and the size larger than yours. mysteriously masked Shakalaka. Both Languages: You can speak, read, and species enjoy complex societies and write Common and Lynian. languages, although the Shakalaka are a bit Subrace: Lynians have three subraces to more primitive and barbaric. belong to. Choose one of these subraces. While they have established their own civilizations and settlements, they have Felyne come to build more intense relations with Felynes are distinguished by their bright humans over the recent years. The Lynians colored fur and cat-like appearance. They that live within human settlements find are very sociable and commonly seen employment in every line of work a human operating within civilized settlements. would be found doing, and those who live in Ability Score Increase: Your choice of the wilderness make due as hunter-gatherers Intelligence or Wisdom score increases by 1. who trade rare goods with nearby villages. Tradesman: You have a natural penchant for business and all things Ability Score Increase: Your Dexterity commercial. You gain proficiency in one score increases by 2. tool of your choice and the Persuasion skill. Age: The true lifespan of a Lynian is unknown, so it is to be assumed to be about Melynx 12 years, the average of a normal housecat. Melynx are chaotic at heart, Alignment: Lynians come with a characterized by their dark fur and feline plethora of motivations, placing them appearance. Due to their nature, they are anywhere between lawful and chaotic, with rarely seen within settlements, living in the most being neutral or good. wild in isolated villages. Size: Lynians stand about 2 feet on Ability Score Increase: Your Charisma average and usually weigh around 40 score increases by 1. pounds. Your size is Small. Sticky Fingers: You gain proficiency in Speed: Your base walking speed is 35 the Sleight of Hands skill. feet. Shakalaka Green skinned humanoids adorned with tribal masks, a Shakalaka’s true face has never been seen. Their hotheadedness and rambunctiousness, though, are near legendary. Ability Score Increase: Your Constitution score increases by 1. Reckless Abandon: Your fiery spirit knows not the limitations of fear. You have advantage on saving throws against being frightened. Wyverian While their origins are now lost to the annals of time, the Wyverians are believed to be the descendants of ancient beings called the Dragon Tribe, believed to be of half-wyvern blood. They mostly resemble humans in physical appearance, save for three major differences: their pointed ears, their four-fingered hands, and digitigrade legs, giving them a somewhat bestial appearance. Wyverians are known to live well beyond what a human is capable of. These long lives enable a Wyverian to gather a well of knowledge over the long years. Their long life spans, however, affect their population, as their numbers have dwindled over the centuries. Wyverians were the first to engage in monster hunting in ancient times, but they have mostly pulled back from the profession, favoring the new people and places they discover while working as tradesmen, journeymen, and high ranking village officials. While some Wyverians continue to hunt, even the most skilled of Wyverian hunters retain their peaceful ways and intense respect for nature.