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A Deeper Look at Hunter Mode

Jan 17th, 2023 (edited)
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  1. Hunter Mode
  2. Also Called: Helsing Mode, Slayer Mode
  3. Stats (rough estimate)
  4. Attack Potency: 3+ (Attack Potency of weapons varies)
  5. Speed: 4
  6. Strength: 5
  7. Durability: 3
  8. Energy Level: 1
  9. Range of Attack: 6 (via weaponry)
  10. Intelligence: 7
  11. Fighting Skills: 6
  12. Hax: Meta Fear Inducement
  13. Series: Monster/Weaponry
  14.  
  15. Appearance: Hunter Merge is partially inspired by The Hunter from Bloodbourne and he resembles Fusion-X dressed as The Hunter with a red, black and grey color scheme, a blood red eye, a bandolier across his chest that carries his Anti-Monster Ammunition and a satchel that he carries on his back where he keeps his weapons and other items of interest.
  16.  
  17. Powers & Abilities
  18. - Preternatural Sciences Mastery - Hunter Merge specializes in fighting and killing all manner of monsters, creatures and beasts. As a result, he possesses complete encyclopedic knowledge on all forms of monsters and supernatural entities, knowing all of their strengths and weaknesses, how to identify certain monsters, their habitats and origins etc. allowing him to proficiently fight and kill monsters as the ultimate monster hunter.
  19.  
  20. - Hunting Mastery - Hunter Merge is a highly skilled hunter of monsters whether they be vampires, werewolves, zombies or demons, having proficient skill and instinct in tracking, locating, fighting and killing his targets like a true hunter and he possesses great skill in survival techniques such as foraging and building habitats, allowing him to live and survive in a potentially monster infested habitat for extended periods of time.
  21.  
  22. - Trap Creation - Hunter Merge is highly skilled in constructing traps to use against monsters and can utilize traps in combat or as a means of defense.
  23.  
  24. - Weapon Mastery - Hunter Merge is armed with an arsenal of unique monster fighting weaponry that he wields with unmatched skill, undoubtedly the most vital component in his arsenal is his variety of Anti-Monster Ammunition, high-tech bullets filled with unique “liquid energy” that specialize in harming a specific monster depending on the bullet in question, there are bullets for vampires, demons, werewolves, zombies, dragons, mummies, mutants, aliens, eldritch entities, there are even ones for fairies and unicorns (they’re more dangerous than you think), these bullets can be used both as ammunition for Hunter Merge’s ranged weapons and to imbue his melee weaponry with monster killing power by coating said weapons with the fluid inside the bullets. For a full list of his weapons see Full List of Weapons.
  25.  
  26. - Weapon Creation - Hunter Merge is capable of crafting new weapons and even armor if the situation calls for it by using the parts of monsters he’s slain (bones, teeth etc.) and is capable of making more of his Anti-Monster Ammunition as well, having all of the necessary equipment to do so in his satchel.
  27.  
  28. - Weapon Upgrading - Hunter Merge can also upgrade his weapons, armor and equipment to become more powerful when he has the proper resources on hand such as monster parts, scrap metal etc.
  29.  
  30. - Meta Fear Inducement - Hunter Merge is capable of inducing crippling fear and terror into the hearts of any and all entities around him whether they be mortal, monster or even god in some cases by releasing a wave of powerful “Fear Energy” from his body in all directions, giving him a supreme advantage over his monstrous prey. The effects of this ability are actually amplified if Fusion-X is actually scared himself as he is essentially sharing his fear with his enemies.
  31.  
  32. - Enhanced Condition - Hunter Merge is a very physically capable and powerful Merge Mode, being able to hold his own against monsters of all shapes and sizes, possessing levels of enhanced strength, speed, durability and stamina that exceed many supernatural creatures that are considered physically powerful such as vampires and all manner of werebeasts. Hunter Merge’s reflexes and accuracy ranks high among Fusion-X’s other Merge Modes.
  33.  
  34. Full List of Weapons
  35. - The Kill Count: A hand cannon designed after a flintlock pistol that fires anti-monster ammunition in a semi-automatic pace, long range of fire but somewhat low rate of damage.
  36.  
  37. - The Boomstick: A powerful shotgun-like gun designed after a doubled-barreled musket that fires anti-monster ammunition in explosive spurts at a shorter range of fire than the Kill Count but does considerably more damage.
  38.  
  39. - The Headshot: A sniper rifle that fires rounds with great accuracy and it has the longest range out of all of Hunter Merge’s ranged weapons.
  40.  
  41. - The Acid Thrower: A steampunk flamethrower-like weapon that sprays pressurized streams of highly acidic Gorgon Blood capable of melting stone up to thirty yards away, excellent range, damage and the capability of causing acid burns but has a limited amount of “ammo”.
  42.  
  43. - The Bad Axe: A large axe made from the sharpened bones and teeth of fallen monsters, very powerful and moderately durable but heavy, making Hunter Merge move a bit slower when using it.
  44.  
  45. - The Blood Hatchets: A pair of massive cleavers that do less damage than the Bad Axe but they’re light weight, allowing Hunter Merge to fight swiftly and land more hits in quick succession with them. Durability however is more to be desired.
  46.  
  47. - The Bonebreaker: A massive and equally powerful and durable, skeleton-themed war hammer capable of making the very ground quake with one mighty swing, it is Hunter Mode’s heaviest weapon, making him move very slow when using it.
  48.  
  49. - The Flesh Reaver: A massive pair of scissors with serrated blades, fast and powerful but not very durable. The scissors can be detached to turn each half into a pair of dual wielded blades.
  50.  
  51. - The Wolf Claws: A pair of gauntlets made from the paws and magical claws of a werewolf, very fast with moderate damage and durability. Has the added bonus of being able to “cut through” defenses.
  52.  
  53. - The Epic Flail: A spiked flail connected to a long chain, very powerful, moderate durability and excellent range to boot but a little slow and heavy.
  54.  
  55. - The Done Chucks: A pair of long-handle nunchucks with extendable chains, a good defensive weapon capable of blocking most forms of projectile attacks via spinning with decent damage and range.
  56.  
  57. - The Soul Reaper: A massive scythe possessing great damage and range but poor durability, it also has an added bonus in that it heals Fusion-X with every hit he lands with it as it absorbs a chunk of a monster’s energy with each slash.
  58.  
  59. - The Kraken Spear: A mighty lance made from the teeth of a massive sea monster and imbued with the power of Dark Water. Possessing great range and speed, low durability and damage is somewhat low compared to other weapons, prioritizing racking up damage quickly than doing lots of damage all out once.
  60.  
  61. - The Hell Blade: A powerful two-handed sword created from the sharpened bones of demons capable of engulfing itself in hellfire on command to execute powerful hellfire attacks, capable of harming ghosts and spirits. Excellent damage and durability, decent speed and capable of inflicting burn but low range.
  62.  
  63. - The Dragon Gauntlets: A pair of gauntlets fashioned from the skulls of dragons, horns included. Imbued with the power of Draconic Essence and even capable of breathing “Dragon Lasers” on command. Supreme damage and durability, decent speed for a heavy weapon and range is decent when putting the Dragon Lasers into consideration.
  64.  
  65. - Death Umbrella - A parasol that functions as a harpoon gun, firing the umbrella’s large bladed tip connected to a chain to pierce something and reel it towards Hunter Merge. The Parasol can be used as a close ranged, defensive weapon as well, functioning as a speedy rapier-like blade capable of blocking attacks and redirecting projectiles by opening it and protecting Hunter Merge from falling objects.
  66.  
  67. - Mandrake Whip - A whip fashioned from the vine of a plant monster, possessing highly poisonous thorns and a thorn tip, a very long ranged weapon capable of inducing poison with strong lash attacks and it can be used as a grappling and swinging tool as well.
  68.  
  69. - The Meat Grinder - A menacing rotary saw-like weapon with a massive saw blade made from the self-regenerating bones and teeth of reptilian monsters capable of ripping apart anything it’s pointing at, cutting through the toughest of skin, scales and bones of almost any monster type.
  70.  
  71. - Were Traps: Special bear traps that are excellent for trapping and hindering monsters, especially when coated in anti-monster chemfluid.
  72.  
  73. - Monster Bombs: Sphere-shaped bombs filled with Anti-Monster chemfluid capable of exploding with great force and cover a wide area with monster weakening/damaging chemicals to boot.
  74.  
  75. Weaknesses
  76. - Limited Ammo - Hunter Merge has twenty of each Anti-Monster bullets and he can potentially run out of ammo until he can make more.
  77.  
  78. - Limited Weapon Durability: Hunter Merge’s weapons, specifically his melee weapons are all liable to break after extended use which can put him at a bad spot in a fight.
  79.  
  80. - Physical Limits: Although very strong and able to hold his own against many forms of monsters, Hunter Merge still has limits in strength and durability and can meet his match physically speaking against very powerful entities such as “giant monsters”.
  81.  
  82. - Transcendent Monsters - Hunter Merge could be in serious trouble when face to face with monsters of godlike power and status.
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