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  1. Monster Hunter CYOA v 0.4
  2.  
  3. Blah Blah Blah heres 1000cp (work on this later)
  4.  
  5. A Note of warning - This world has a strange feel to it. You can't quite put your finger on it, but somehow the laws of physics feel more 'relaxed', almost bordering on cartoonish at times. Jumping off a cliff, no matter how high, seems to pose no danger to your health, so long as you land on your feet. Monster attacks that, by all rights, should liquefy your bones instead feel as if they just do arbitrary damage, as if you have a pool of health that gets depleted instead of specific limb damage. Hell, if you really concentrate and attempt to keep track, you'll find that both your health AND your stamina seem to be almost numerically quantifiable concepts in this world instead of the borderline abstractions that most worlds hold. Thats not to say you can't push yourself beyond your limits through sheer will, or that you WONT get your head ripped off if it winds up between a Tigrex's jaws, but for the most part, the rules of the world seem to err more on the side of a quantifiable level of cartoon physics instead of hard, realistic ones. Do be careful though, as even soft physics has its limits. Hunters still die every day - it's simply something you hear about more than you see firsthand.
  6.  
  7. Starting Location - Roll 1d8, or choose yourself for 50cp
  8.  
  9. 1) Kokoto Village - A small spring-time village with beautiful trees and greenery. A popular tourist village.
  10. 2) Jumbo Village - A village in the valleys underneath the mountains. Rich in resources.
  11. 3) Pokke Village - A cold village nestled in the mountains. Rich in minerals, with malachite in particular being plentiful.
  12. 4) Moga Village - A harbor village surrounded by the ocean on Moga Island. A popular trade hub run on fishing.
  13. 5) Yukumo Village - A flourishing mountain village at the center of a valley. Popular for its hotsprings and oriental village style.
  14. 6) Naguri Village - An underground village where magma flows freely. Popular for its smithy work and ore mining. Inhabited primarily by dwarves.
  15. 7) Chico Village - An island populated entirely by Feylines that rarely sees visitors. Hope you like cats.
  16. 8) Free Choice - You may choose any of the above options or any city that has appeared in the games (Minegarde, Dondruma, Loc Lac, etc)
  17.  
  18. Species
  19. Before we get to your background, it may be handy to know that humans aren't the only sentient creatures roaming the lands (though they are quite prominent). You can choose to remain human for free, or choose to change yourself to another species. As always, your age is 1d8+18 and you retain your current gender, or you can spend 100cp to choose both.
  20. Human (Free)
  21. You remain as you are. Jack of all trades, master of none. Equally proficient with all weapons, make for decent traders and craftsmen, but rarely ever excels in an area unless effort is focused onto it.
  22. Wyvernian (50cp)
  23. Also known as the 'Dragon Tribe', they are a taller, pointy-eared variant of humans with a long, rich history and penchant for swiftness, both in weapons and words. Naturally adept traders and warriors with a penchant for light and fast weaponry, particularly longswords and bows.
  24. Dwarf (50cp)
  25. Also referred to as 'Mole Men', they are significantly shorter and more stout than a human, but proportionally more dense and muscular, often while sporting luxurious beards. Dwarves excel at crafting weapons and armor, making them excellent smiths, but do not count their short stature as weakness with weapons. Their penchant for heavy lifting means a dwarf can heft around a hammer or greatsword with considerably less effort than most, and a Dwarf behind a heavy bowgun is practically a walking siege engine.
  26.  
  27.  
  28. Backgrounds
  29. Drop-In (Free)
  30. You wake up in an inn at your starting location with all of your chosen gear in a handy nearby storage chest. Unfortunately, you have no connection to this world, meaning you don't have any friends to call upon, nor any documentation to prove your place in the world. On the upside, your room is paid up for the next week, and you have no alternate memories cluttering yours up.
  31. Trader (50cp)
  32. You know how to turn a pretty profit. You are a part of a (or own your own) trading caravan that travels the world by land and sea, making your way between bastions of civilization, buying low and selling high. You have a way with people to get the best price that works for both of you, and seem to have an air of friendliness. Of course, you are no slouch when it comes to fighting, though while your skills are decent enough to fend off the odd Jaggi or Ludroth, you're still nowhere near as strong as a hunter. You start on a ship or in a caravan at your starting location.
  33. Craftsman (50cp)
  34. Your place is in the forge, making weapons and armor. You have a natural knack for crafting things from animal parts and ores, and while you're still just an apprentice, you can make low-rarity and common gear reliably enough that a novice hunter would trust his life to it. You may be able to swing a hammer with great strength, but your better at forging weapons than using them, and unless you have a hobby of hunting in the scant downtime you have, you tend to rely on the safety of cities and hunters for your protection. You start in your own small forge in your starting location.
  35. Hunter (100cp)
  36. The titular slayer of monsters, unmatched with blade or bow. You have gone through extensive training at your hunting school, and have come out at the peak of your species capabilities for it. You are fluent with all weapons made by man, and moving around in armor is as easy as if you were naked. However, your livelihood depends on how well you can protect your village from surrounding threats, and your meal ticket is very much tied to whether you survive the next hunt. That's not to say that you'll get taken down by a stray Kelbi, but in the grand scheme of things, you are still just a novice hunter who just got his license, and have yet to properly cut your teeth on anything greater than herbivores and the odd bird wyvern. You start in your own house in you starting location with all of your gear in your storage chest.
  37.  
  38. Abilities
  39. BBQ Specialist (50cp) - You have an intuitive instinct for the perfect moment to remove a steak from a BBQ spit. You can make well-done steaks with relatively little effort and in short order, provided you pay attention. As an added bonus, you hear a faint musical jingle in your head as you rotate the spit - when the music ends is the prime time to raise your steak off the grill in triumph!
  40. Smooth Talker (100cp) Free: Trader - You know how to get on people's good side to ensure a sale, whether that's simply flattery or giving a complex psychological run-around to convince them they NEED what you are selling. Of course, not everyone's gonna bite at the bait, but you are better than most at the art of subtly getting people to buy and sell on your terms.
  41. Journeyman (100cp) Free: Craftsman - You have more smith training under your belt than the average start-up. Making common weapons and armors is as easy as breathing, and with enough time and materials, you can make most low-rank armor in a matter of days. You still don’t got the speed and skill of the master smiths that usually supply to the hunters guilds, but you have a head start to catch up to them.
  42. Weapon Master (100cp) Free: Hunter - You have received hunter guild training in the proper use of all conventional weaponry, from the greatsword to the gunlance. You have the moves down to the extent that they are practically run on muscle memory in the heat of battle, but your 'official' training only tells you how everyone else uses the weapon. Surely there is more to a lance than just poking everything, right?
  43. Survivalist (100cp) Free: Drop-in - While a hunter typically just gathers for the sake of either crafting better gear or making more health potions, you know which fish, plants and sources of water you can go to for sustenance. Also, while hunters typically only go for certain parts of herbivores for their meat or bones, you know how to use every part of the Kelbi to make sure none of it goes to waste.
  44.  
  45. Weapon Focus (100cp) Free: Species Specific - You may not have had any training in the 'proper' way to use a weapon, but that hasn't stopped you from figuring out your own unique way of using them through extensive practice. In some ways, your style can be equal or even greater than any 'official' training offered by a hunting guild, and your unique style, while unorthodox, gets the job done in great style. This can be anything from using a hammer as a counter-weight to launch yourself and increase your momentum across the battlefield, dumping all of your gunlance ammo into the wyvernfire reaction for a cataclysmic blast, or strapping dual blades to your feet and break-dancing monsters to death. Each species has its own weapons that it excels at, and you can receive one of them for free. For weapons that are outside of the following chart or for extras beyond the first, you have to pay CP.
  46. Human - Hunting Horn, Switch Axe, Charge Blade, Light Bowgun, Medium Bowgun
  47. Wyvernan - Sword and Shield, Dual Swords, Longsword, Insect Glaive, Bow
  48. Dwarf - Greatsword, Hammer, Lance, Gunlance, Heavy Bowgun
  49.  
  50. All According to Keikaku (300cp) Discount: Trader - You have your finger to the pulse of the trade routes between cities. Your skill at predicting the ebb and flow of supply and demand increases to a near pre-cognitive level - you always get an accurate feeling of what the next city on your route will need, and have become exceedingly adept at manipulating the market to ensure you can get it and turn a profit for it.
  51. Waste Not (300cp) Discount: Craftsman - You have found out a great secret in the blacksmithing trade - the reason that most blacksmiths usually ask for so many materials to make a certain weapon or armor isn't because its material intensive, but because they can make one for half of the materials and either sell the rest or make another to sell at a profit. The bastards! You have figured out how to use less materials to gain the same results when it comes to crafting your own weapons and armor. At first, it may just be an ore or two less, but with enough practice, you can reduce the amount of materials needed for a project by half (rounded down). As an added bonus, with enough practice, you have a 50% chance to not require high-grade or legendary materials (Rubies, Plates, etc) to make an item, provided you can supplement the build with excess materials.
  52. Eye of The Tigrex (300cp) Discount: Hunter - After fighting the same monster time and time again, you have learned its patterns and physiology to such an extent that the weaknesses you once were ignorant to seem glaringly obvious. Every monster has a weak point that only you seem to be privy to, and only you seem to be able to take advantage of to end a battle swiftly, either by immediate death or a fast bleed-out. For anything smaller than a Kut-Ku, this is typically the heart or an easily accessed artery that you can reach in and stab at with your carving knife, but for large wyverns or dragons, these spots are difficult to reach and are not always easy to access. Expect to have difficulty staying stable enough on a flailing rathalos to get at the nerve center on the back of its neck to cut its spinal cord, and even more difficulty climbing all over an elder dragon attempting to hit several arteries without getting flung off or crushed. On the plus side, the more of a certain monster you kill, the easier it becomes to reach these locations, enabling you to kill monsters in record time with enough practice.
  53. Pacifist Pheromones (300cp) Discount: Drop-in - It's not that monsters don’t see or smell you (they most certainly do), it's just that what they smell tells them that what they see isn’t worth keeping track of. Provided the monster in question isn't starving and you make no sudden moves or threatening gestures, you can stroll through pack of Jaggi or walk past a Rathalos with nary a growl directed at you. However, lingering in the same area for over an hour may lessen the effect, eventually leading to monsters taking notice of you, so it is best to keep your pace brisk and continue on your way. These pheromones work on any wild animal, even those in other worlds. Elder Dragons are immune to this effect, as are certain special cases like Deviljho - he is always hungry, and no amount of pheromones are gonna convince him you are NOT food.
  54.  
  55. Silver Tongued Deviljho (600cp) Discount: Trader - Over the years, your mastery of the spoken word combined with your insight into the psychology of your customers has given you a near superhuman edge in psychological manipulation to the point where some would be convinced it is mind control. You can convince a hunter to sell you his prized weapon one minute, then sell it back to him at a 500% mark-up the next, and have him still believe that he somehow got a good deal out of it. This manipulation doesn't end with trading, but it is where you are most proficient. With the proper insight and a few choice words, you can cause brothers to turn against each other, people to believe that black is white, or cause kings to fall to their knees in despair - every person has one sentence that has the power to destroy them, and you know how to find it.
  56. Mad Genius (600cp) Discount: Craftsman - They called you mad when you proposed combining a greatsword with a gunlance. Then a hunter brave enough to test it decapitated a tigrex with a single explosively-charged level-3 swing. They now only call you mad out of jealousy. You have a mind creative enough to not only improve upon conventional weapon design, but also to mix and match them in ways that, while seemingly insane at best, nonetheless make deadly weapons for hunting. Gattling gunlances, heavy bowguns that shoot heat beams, wearable twinblades coated in slime that turn you into a whirling explosive dervish, even completely new and unique weapons that have never before been devised are yours for the creating. This is not limited to just weapons from this universe either - any weapon you have come across can be integrated in ways that are limited only by your imagination and materials. Finding someone willing to test them is always difficult, but you have garnered enough of a reputation that at least SOMEONE is willing to take your test on faith. Cannot be taken with Infusionist.
  57. Infusionist (600cp) Discount: Craftsman - An art form thought lost to the ages and only tangentally unlocked in the rarest of armors, you have discovered the secret to infusing and uplifting weaponry and armor past the typical point even the best blacksmiths are capable of taking it. Any weapon that doesn’t have an element can be given one, and any weapon that already has one gets a great boost in power. Any armor that this is used on gains a great defensive boost, both to its innate defensive capabilities and elemental resistances. This skill can apply to any weapons you have learned how to create - that blue lightsaber you made decades ago? Bet you didn't know it had a latent affinity for ice, did you? That high-frequency blade? It now has enough of a heat element to cauterize as it cuts. This doesn't just apply to melee weapons either - with enough training and focus, you can create bowguns that natively shoot ice or lightning, or gunlances that fire heat beams instead of shells. The possibilities are only limited by your skill and the quality of what you have to work with. Cannot be taken with Mad Genius.
  58. Unleashed (600cp) Discount: Hunter - Whether through observation, hard work, dumb luck, massive willpower, or a combination of all of the above, you have done something no other hunter has been able to pull off - you have been able to mimic the Rage Mode that most monsters are capable of calling upon. While in this mode, your strength and speed are dramatically increased, you gain a small degree of perceptual time dilation (only 10% slower than it usually is) and you are numb to all pain, but this also means you do not realize your wounds and could easily overexert yourself on broken limbs. On top of this, you can only maintain this mode for a few seconds at a time to start off with, and it is extremely draining to both your mind and body, wearing away at your willpower and stamina exponentially with each passing second until you risk losing yourself to blind rage. With enough training, you can mitigate these drawbacks, allowing you to fight harder, longer, and slowing down your perception of time even further while not having to worry too much about losing your conscious will, with extreme levels of proficiency bearing the speed and strength to turn every swing of a greatsword into a force more destructive than a level-3 charge at speeds that would make a dual-blade user's jaw drop.
  59. Whisperer (600cp) Discount: Drop-in - Where others hear growls or roars, you hear "THREAT!" or "LEAVE!". Somehow, you can understand the roars and body language of monsters in a way that makes sense to you, and are able to replicate this communication in turn. You can make various monster calls in much the same way a Qurupecco does, calling in reinforcements or convincing monsters that you are a greater threat than you are. You are also capable of communicating concepts to wild animals; how complex the concept depends on how intelligent the animal is. You can convey to a Rathalos that you are not a threat in a few howls and subtle body language, but attempting to explain to it a concept that is above its intelligence such as time or love would be an exercise in futility. This does not change a monsters attitude towards you, but if you get in the first word, you may be able to diffuse a situation before it starts, and combining this with pacifist pheromones may even make peaceful 'conversation' possible, if you have the patience to talk in small words and simple concepts. Much like pacifist pheromones, this also applies to wild animals in other worlds - you just have to observe an animal for a few moments to understand how to communicate.
  60.  
  61.  
  62. Armor Skills
  63. While you can achieve many of these bonuses just by having the right armor set (or mix and match thereof), there are benefits to these. Aside from the obvious bonus of not having to wear an armor set to achieve the effect, these skills will be more pronounced, as if they were a part of your very being. In some cases, buying the skill here will even be much more powerful than if you were to get its equivalent from armor. Skills that can be upgraded for extra CP are affected by discounts.
  64. Anti-Theft (50) Free: Drop-in - Whether it's the persistent menace of melynxes or a cutpurse in the streets, you seem to find your personal belongings almost immune to theft.
  65. Pro Transporter (50cp) Free: Drop-In - Carrying heavy items is now a breeze. You can run at your full speed while carrying a wyvern egg, powderstone, or any equivalently large and bulky object, and no matter the cliff you jump from, you do not need to worry about it falling and breaking, provided you land on your feet.
  66. Auto-Guard (100) Discount: Dwarf - Your sense of awareness to incoming attacks borders on precognitive when you bear a weapon with a shield. If you have the strength to lift your shield and see an attack coming, your arm will move on its own to intercept the blow.
  67. Speed Eating (100) Discount: Human - You can gobble down a meal in a hurry if you are staring down a deadline (or a deadly monster) and need to get that potion or meal in. Your consumption speed with food and items is insanely fast, and you no longer feel the irresistible urge to do a flexing pose or pat your stomach afterwards.
  68. Critical Eye (100) Discount: Drop-in - Many weapons have a chance to inflict critical damage. Yours, more so. Your first rank of critical eye increases the chance of a critical attack by 10%. Can be bought multiple times, up to a total of a 50% chance.
  69. Elemental Resistance (100) - You gain a natural resistance to any natural element of your choice (water, fire, thunder, and ice), equivalent to the small variant of the bonus (including the blight resistance). You can upgrade to the large variant of the resistance for an additional 100cp. Can be taken multiple times for multiple elements. Dragon resist is an additional 50cp per level.
  70. Coating Mastery (100) Discount: Wyvernian - You have managed to jury-rig a system to apply certain coatings to bows that don't natively support them. Choose one - Poison, Paralysis, Sleep, Power, Close Range, Paint, Exhaust, Blast. May purchase multiples.
  71. Partbreaker (150) - Breaking a monsters harder parts comes naturally to you. Breakable parts and tails are twice as easy to cut off or break.
  72. Carnivore (150) - No longer do you need to cook your meat to be fed. Eating raw meat now gives you stamina equivalent to a well-done steak, and eating rare/well-done steaks, chilled or hot meat now stops your stamina from depleting for 1 minute afterwards.
  73. Maestro (200) Discount: Human - The effects of your hunting horn melodies, as well as demon/armor flutes, last twice as long.
  74. Combination Pro (200) Discount: Drop-in - You seem to have a good sense of combining items. Your success rate is higher than normal, and combo books will further exemplify this. Additionally, you will always receive the maximum amount of possible items from a combination.
  75. Gathering Master (200) Discount: Drop-in - You receive great bounty whenever you gather resources. Gathering points for any resource now drop the maximum amount of items possible. This does not affect the chance of rarity of items, merely the quantity.
  76. Constitution (200) Discount: Wyvernian - You use less stamina when evading and blocking attacks, equivalent to the Constitution+1 skill. Upgrade to Constitution+2 for an additional 100cp
  77. Adrenaline +1 (200) Discount: Human - When your health is below 40%, you gain access to strength you didn't know you had. Reduces incoming damage by 30%. Can upgrade to Adrenaline+2 for an additional 200cp that further increases damage resistance to 60% and increases your damage output by 50%
  78. Artillery (200) Discount: Dwarf - Your proficiency and damage output with ballistae, crag shots, cannonballs and a gunlance is moderately improved, equivalent to 10 points in the artillery skill. Upgrade to Artillery Expert or Artillery Master for another 100 points each, further increasing damage and proficiency.
  79. Evade Extender (200) Discount: Wyvernian - You have an unnaturally large dodge stride, allowing you to roll further out of harms way than most. Your evasion distance is roughly double what it was before.
  80. Evasion+1 (200) Discount: Wyvernian - Everyone gains a brief moment of near-intangibility when they attempt to evade an enemy. Your window of opportunity is simply larger than most. While it may seem trivial, that extra tenth of a second may be the difference between taking a fireball to the face or simply dodging around it. Can upgrade to Evade +2 and +3 for an extra 200 points each. The extra tenth of a second extends to half a second at evade+2, with evade+3 offering nearly a full second of pseudo-immortality when you dodge.
  81. Guard Inc (200) Discount: Dwarf - Allows you to block attacks that would normally be considered unblockable. They still take a great amount of stamina to block, though.
  82. Guard+1 (200) Discount: Dwarf - Decreases your stamina drain and how much you are knocked back by blocking, as well as reducing whatever damage bypasses your shield by 40%. Upgrade to Guard+2 for an additional 200cp to reduce stamina drain and knockback even further, and reduce all damage that bypasses your shield by 80%
  83. Focus (200) Discount: Human - It typically takes time for a greatsword or hammer to reach its maximum charge potency, leaving you vulnerable. With this, your charge time is effectively cut in half. This also applies to the charging for dual blades, long sword, switch axe, charge blade, and bow.
  84. Wide Range (200) Discount: Drop-in - Your healing items work not only on you, but your allies as well. Anyone within 30 feet of you when you consume a healing or status-boosting item also receives the benefits.
  85. Wellness (250) - You are immune to poison, paralysis, sleep, and stunning due to monster attacks.
  86. Blightproof (300) Discount: Human - You are immune to all forms of blight from elemental attacks.
  87. Guts (300) Discount: Human - When you have at least 70% of your health or more, any attack that would instantly knock you out instead reduces you to the proverbial 1hp - still on your feet and able to fight, but one more hit and you are done for.
  88. Mind's Eye (300) Discount: Wyvernian - You can see the flaws in a monsters protection, and send your blade straight through them. Your attacks will never bounce, no matter how rocky or tough the hide.
  89. Crit Draw (300) Discount: Dwarf - Your first attack after unsheathing your weapon is guaranteed to do double the damage it normally would. Extremely powerful with a greatsword or hammer.
  90. Peak Performance (300) - You are at your strongest when you are fully healthy. When you are at maximum health and haven't suffered any wounds, your attack strength is increased greatly.
  91. Rock Steady (300) Discount: Dwarf - You are extremely stable on your feet to the point where almost nothing knocks you down. You are immune to tremors, can resist virtually any amount of wind attempting to knock you over (bar the winds of an elder dragons wings), and are quick to get back up on your feet if you somehow do falter.
  92. Gloves Off (300pts) Discount: Human - You prefer to take your time when fighting an enemy, biding your time and taking blows to better analyze and formulate a plan. Once more than 5 minutes of a fight go by or you take enough damage to leave you with less than 20% of your health, you increase your chance of critical hits by 50% and reduce your stamina consumption by 75%.
  93. Carving Master (400) Discount: Human - Guild rules regarding carves on monsters are very strict and strongly enforced, but you seem to be an exception to the rule. You can sneak off a few extra carves after killing a monster without the guild getting mad at you. Does not mean you get rarer drops.
  94. Elemental Mastery (400) Discount: Human - Any elemental properties your weapon carries are significantly amplified by up to 50% depending on the quality of the weapon.
  95. Impregnable (400) Discount: Dwarf - You are significantly more resistant to damage than anyone else in your armor. You are under the equivalent effect of Defense up (Large) and cannot have your defenses lowered by any means.
  96. Silver Bullet (400) - Your mastery with bow and bowgun is unparalleled. All non-crag, non-cluster shot damage with bows and bowguns is increased by 50%.
  97. Acrobat (500) Discount: Wyvernian - Gives you the equivalent of Evasion+1, Constitution +1 and Evade Extender
  98. Honed Blade (600) - Your weapons are always supernaturally durable, sharp and carry strength far beyond what they should have. A few cleaves of a decent quality greatsword can rend a rathalos' hide open, and a charged hammer pound can cave in a Tigrex skull with a precise blow.
  99. Wrath Awoken (600) - You are at your strongest when you are at deaths door. Any hit that would cause you to become incapacitated when you have at least 70% of your health instead brings you down to the proverbial 1hp. When you are brought down to under 40% of your health, you deal twice as much damage as you normally would.
  100. Filthy Rich (600pts) - You have a friend in the guild who thinks very highly of you for bringing in your specimens alive. You have the equivalent of Great Luck and Capture Expert, ensuring you get the maximum amount of rewards from a quest, and doubly that when you capture your target alive.
  101.  
  102. Items
  103. Before you head on out, take a look at the wares I offer you. Granted, some of these things you could just as easily find or make yourself, but I guarantee you that some of this stuff is one-of-a-kind. Most of these can be taken multiple times, though there are some exceptions.
  104.  
  105. Balance Bangle (Free) - A simple leather wristband depicting a Rathalos and Rathian chasing each others' tails, vaguely reminiscent of a yin-yang. Comfortable, unobtrusive, easy to remove, and can't be lost or stolen. While it is worn, all offensive and defensive supernatural skills and abilities you have acquired throughout your journey that have not been purchased from this adventure are sealed (this does not affect passive or intrinsic skills, such as eidetic memory or willpower boosts), and your physical attributes will be reduced and/or equalized to a point just above the apex of your chosen species. While it is on, you may speak a programmable code word or phrase to temporarily disable the sealing effect (default phrase is 'OH SHIT!'), and re-apply it at will afterwards. If you seek a challenge or simply wish to live the true Monster Hunter experience, look no further.
  106. Helper Feyline (100cp) Free: First Purchase - Shortly after arriving in this world, you come across an old wyvernian lady with a backpack easily 3 times larger than herself full of feylines. She insists you take one with you to help you with your chosen journey, but that as it is her last one, she will have to come back with more next week. You may choose your desired color, gender, skillset and species of feyline that will accompany you on your journey, either as an assistant in your forge, a bookkeeper in your trade caravan, a fellow hunter, or simply a wandering lynian attempting to find its place in the world.
  107. 50,000z (50cp) 400,000z Free: Trader- A decent sum of money to start your hunting career, fund your trade caravan, or start up a forge with.
  108. Traders License (200cp) Free: Trader - Documentation denoting you as a member of the Traders Guild. Will let you into any Traders Guild location in any city and acts as identification giving you legal authority to trade. The Traders Guild has access to information on price fluctuations on goods between cities, with the more trusted members being given access to a grey market of trades commodities.
  109. Craftsman's License (200cp) Free: Craftsman - Documentation denoting you as a member of the Craftsman's Guild. Will let you into any Craftsman's Guild location in any city and acts as identification giving you legal recognition of your crafting abilities. The Craftsman's Guild offers access to various blacksmithing techniques from across the world, with more trusted members being given access to a grey market of ores and various monster components.
  110. Low-Rank Hunters License (200cp) Free: Hunter - Documentation denoting you as a member of the Hunters Guild. Will let you into any Hunters Guild in any city and acts as identification giving you legal authority to hunt and gather in low-ranked zones for both leisure and guild quests. Can upgrade to a High-Rank license for an extra 200cp, or a G-Rank license for an extra 400cp (discounts do not apply).
  111. Perpetual Dash Juice (300cp) Discount: Drop-In - Much like regular dash juice, but with a twist. Gives you effectively unlimited stamina for 5 minutes. The bottle refills on its own after 3 days. Can upgrade to Mega Dash-Juice (unlimited stamina for 10 minutes, refills in 1 week) for an extra 300cp.
  112. Equilibrium Drink (200cp) Discount: Drop-In - It's a hot drink! It's a cold drink! It's both! One sip of this and you will be insulated well enough to go stroll through a tundra or volcano...or a volcano in the tundra! Lasts for 30 minutes and refills once per day.
  113. Reusable Trap (100cp) Discount: Hunter - Who needs those pesky traps that always seem to break once a monster's done with it? Well, this one is guaranteed to keep ticking even after the monster takes your licking! Comes in Pitfall or Shock variety. Recharges use every 10 minutes.
  114. Ore Cache (100cp) Discount: Craftsman - A cache of low-ranked ores, containing 50 each of earth crystals, iron ore, ice crystals, machalite, dragonie, lightcrystals, and firestones
  115. Combo Book Library (200cp) Discount: Drop-In - All 5 Books of Combos. Your competency with combining items is all but guaranteed.
  116. Power/Armorcharm (100cp) Discount: Hunter - A necklace that, when worn, either gives you a slight boost to strength or helps harden you skin, making you slightly stronger or more resistant to damage.
  117. Perpetual Whetstone (50cp) - Whether you're a hunter or a craftsman, you always need whetstones to keep your weapons in prime shape. For some reason, this particular stone never seems to wear down, making it perfect for continuous use.
  118. Advance Weapon (100cp+) Discount: Hunter - Typically, you start with one weapon of your choice (or several, if you are a hunter), but they are all still relatively weak, low rank, made of bone and, if you are lucky, iron. This allows you to bypass the grind for a new weapon and take a stronger one for yourself right out of the gate. For every rank of rarity your desired weapon is beyond rank 1, add 100cp. For example, if you want a Chrome Razor (rarity 4), it will cost you 400cp. An Akantor Broadsword (rarity 7) will cost you 700. An Igneous Greatsword (rarity 10) will cost 1000cp.
  119. Kinetic Cestus (500cp) - A mysterious and unknown weapon type that seems to be at least several years ahead of even the most advanced weapon prototype of the age. Constructed as a pair of large metal and bone gauntlets that appear to be highly technological in nature, the kinetic cestus is unique in several aspects, most notably the fact that its construction spans the entire arm up to your armor's shoulder joint. Aside from having to sacrifice gauntlets to properly wield them, they make up for the loss by being uniquely designed with a variety of pistons, gyroscopes, and exhaust vents at the elbow and along the knuckles, allowing for both gathered inertia and exhaust to propel the gauntlets. The unique selling point of this weapon comes from the hatches on the inner forearm of each gauntlet - on its own, the gauntlets do impact damage comparable to an average high-rank weapon with an attack speed just slightly under dual blades, but when ores or monster parts are inserted into the hatches, a reaction begins in the gauntlet. Depending on the material inserted, the gauntlet gains new properties temporarily (equivalent to a fully maxed out spirit meter on a longsword), ranging from a slight damage boost for something common like iron or earth crystals, to truly monumental damage and speed achieved by sacrificing monster plates and rubies to the device. Different materials can also produce different elemental effects (ice crystals giving a gauntlet ice damage, thunderbugs infusing it with lightning, etc), and each gauntlet can hold a separate element. Each reaction can also be channeled through the exhaust vents lining the arms to add extra force to an impact or cause small explosions at the knuckles, with more powerful materials capable of making explosions that can shatter monster scales with ease. Can be reverse engineered, but requires an extreme amount of skill to not accidentally destroy the weapon in the process. Can be sold for a ludicrously high sum, but expect to receive alot of questions as to how you procured such advanced technology.
  120.  
  121. Drawbacks - You may choose any number of drawbacks, up to 600cp worth
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  123. Cocky (+100) - You have an overbearing need to show off, whether that's in battle or with your skills. Your overconfidence is typically unfounded, though, which can lead you into troublesome situations when that charge you were holding doesn’t connect or that 'awesome weapon' you forged breaks on the first hit when a customer tests it.
  124. Dulled (+100) - Whether it's your blade or your sense of humor, you are dull beyond help. If you are a hunter, you suffer from the Blunt Edge skill (this cannot be countered with armor skills) forcing you to sharpen twice as often. If you are a trader, you are seen as awkward and lacking in social finesse. If you are a craftsman, you just can't seem to get the hang of getting a proper edge on bladed weapons without at least double the time investment just to sharpen the damn thing.
  125. Cat Magnet (+100) - You have a melynx problem that never seems to go away. To make matters worse, they don’t just steal your stuff - they have the gall to break it in front of you and laugh as you kick them for it, secure in the knowledge that they have won by getting a reaction out of you. Even if there typically aren't any for miles around, you will run into melynx's with disturbing frequency, and they will ALL try to rob you blind and break your stuff.
  126. Combination Deficiency (+100) - You never quite got the hang of combining items, even after all these years. You have a base 50% failure rate to any combinations you attempt, and even combination books only barely help you. Expect to end up with alot of garbage if you try anything more complicated than a potion.
  127. Double Hunger (+100) - You are perpetually hungry to an extent that would make people believe you are part Deviljho. Your stamina loss from hunger is doubled while hunting, and even mundane things like traveling or working the forge tire you out to the point you gotta eat and snack almost all day. Dash juice is only marginally effective, only lasting half as long as it usually does.
  128. Clumsy Evader (+200) Hunter Only - Your rolls are always sloppy, and no matter what you do or how well you try to time it, you always seem to get clipped. You are under the Evasion Down affliction (equivalent to -10 points in the armor skill). This cannot be negated by wearing armor that increases evasion. Hope you know how to block well.
  129. Desire Sensor (+200) - No matter how many Rathalos you chop the tails off of, you never seem to get that ruby. Rare materials are exceedingly difficult for you to come across, whether it's from killing monsters, attempting to trade with others, or procuring materials for a build, and killing the same monster a hundred times may only net you a handful of what you need to make that weapon or armor piece you really want.
  130. Devil's Whim (+200) - Stuff just seems to go wrong around you with disturbing frequency. Pickaxes always break, your tools always seem to hit the anvil wrong forcing you to fix a bigger mistake, and your customer always seems to be infuriatingly picky.
  131. Wounded (+200) Cannot be taken by Hunter (unless you're a masochist) - Some time in your past, you lost a limb (your choice of non-dominant arm or a leg). While this doesn't impair your ability to trade or craft too badly, it is practically a wound of retirement for a hunter. Prosthetics don't exist beyond a crutch or specialty-ordered pseudo-armor that offers only the appearance of a limb without any of the benefits of being one. Expect people to pity you.
  132. Tasty! (+200) - For some reason, every monster that gets a whiff of you thinks you are the tastiest morsel they have ever smelled, and will shift its attack patterns to hunt you down and eat you, day and night. As a trader, expect your caravan to be under constant attack. As a blacksmith, expect monsters to siege the city you are in trying to get to you. If you are a hunter, expect the monsters you fight to shift tactics to ripping off your armor in an attempt to get to the meaty bits underneath. This extends to their behavior if you get knocked out during a hunt - pray that the kitty cart shows up quickly, or you'll be lunch.
  133. Unfortunate Pheromones (+300) Hunter Only - Something about your pheromones has the monsters angry with you. Perhaps they believe you are after their mates or food, but whatever it is, expect every monster you meet to be in perpetual rage mode for the duration of the fight, and even if they get exhausted, it doesn't seem to last for long.
  134. Dragon's Ire (+300) - From the moment you entered the world, you felt the eyes of a powerful being on you. You have drawn the attention of an elder dragon, and it will be upon you soon, regardless of how prepared you are. Even if you are in the middle of a grand city, it will swoop down to your location and begin wrecking everything in an attempt to find you and destroy you. It can be repelled, but never will you see it killed, and it will always be back within a week or two stronger and more determined than before. Expect people to eventually find out its after you and potentially attempt to drive you out of town if they think it will save them. If you attempt to attack it, you will find its strength to be well beyond G-Rank, and finding willing hunters to aid you will be difficult considering the danger it poses.
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