Hunter's Guild:
Creed: In mankind’s darkest hour, we became the hands of a clock counting down to the time when the world would be safe again.
The Hunter Guild was created several years after the incident. Quests were distributed poorly, too many people would accept the same one, finished ones would still be up for grabs, et cetera, so the guild was created to alleviate this. When a monster appears, they are given the information on it and its whereabouts. After they from a quest, for a hunter to take. When the quest is complete the person, company, kingdom, etc gives the guild the gold. They take a large portion of it, and give the rest to the hunters as payment.
You have two ways of entering the guild. The first is the more common and simpler of the two, and that’s going through a hunting/focus school. After going through school the students are admitted to the guild. The second is through recommendations. Someone from the guild saw the person’s ability, and recommended them to the guild. All those admitted start at the Rookie rank, and go through the trials and missions to gain ranks. This usually this thins out the herd, meaning those that make the cut are the best at what they do. For every five missions your rank increases, from D to A. Depending on how well you do over time, you may also be offered a serious position in the guild. It comes with perks that will be revealed later in the story. The guild is located on a secluded island, and requires a special portal configuration to get too.
Guild Rank/Profession
Trainee - D rank Hunters
Rookie - C ranked Hunters
Champion - B ranked Hunters
Ace - A Ranked hunters
Master - S ranked hunters [Rank is given by the guild master for special cases.]
Arms Master (Up close and personal guild members.)
Tracker (Long range and scout like guild members.)
Mysticist (Focus Skilled guild members.)
(You can have dual professions. For example Tom is mainly an Arms Master with a Tracker as is second profession. While he prefers being right in front of the monsters, when needed, he can fall back and cause distractions/damage from a far.
I will choose your profession based on what I read your character doing. But feel free to suggest something if you like. If you have an Idea for a new profession.)
Hunting For Dummies:
Party/Gold system:
When a quest shows up anyone can take it. The quest will have amount of gold attached to it. When finishing a quest as a group the gold will be split between you.
A two to four person party is required to start a quest normally, unless there aren’t enough people in the rp. If so you will have a random guild member, NPC, join you to fill the spot/spots. {Keep track of your gold. Add a 'Gold:' to your post style for easy tracking.}
Botching a Quest:
Not all quests are a straight forward kill the monster. For example there can be a quest, where all you have to do is find a child. These kinds of quests can be botched. In the example, let’s say the child is injured when you bring them back. This will result in a serious decrease in gold.
What gold is used for: Gold can be used in a number of ways in the guild shop. It is also used for special weapons. Check to see what's there below.
Focus License: Due to the events of the past, Focus {Magic} is no longer restricted to the Noble/Royal Families. They don’t want to get their hands dirty or die, therefore Focus schools have been opened to teach people the craft.
When training is complete they are given a license to show they are legally allowed to use a, or many, Focuses. If a Focus is used to attack another person, without probable cause, then the license is taken away and the person is suspend from using magic for a time. Those that use a focus without a license are hunted down and killed, no trial or jail.
Monster attack: Massive waves of monsters will attack a certain place, town, or kingdom at random during the roleplay. The people there, or people that make their way there, will be given gold for participation and successful defense of the area.
Story Quest: Once a certain number of quests are completed, I will open up a special quest in which any number of people can join, though a minimum of four is needed. In this quest is a hard intelligent boss monster that can "Critically Injure" you if you’re not careful, but you will be rewarded if you manage to survive. The fight works as followed: Four times during the battle I will post an attack with a dice roll on it. You must match or beat the roll to survive the attack, but if you don’t you are injured. There is still a chance for you to not be, but it risks other players. Someone surviving the roll can title their next post Back up: Name Here, and roll again to protect you. That number is added to yours, and if it beats the monster’s roll you’re saved. If it doesn't however, both parties are injured. You can only back up one person. If you feel like giving up, running is also an option. Title your post run, with a roll. This leaves your back open, since you’re retreating, and you will be attack with a roll. You win your retreat is successful, you lose you’re injured, removing the ability to run without assistance.
Ex:
Me: 100 to You: 50 = Critically Injured
Me: 50 to You: 100 = Survive
Me: 100 to You and a Friend: 150= Survive
Me: 100 to You and a Friend: 90= Both Critically Injured
You Retreat: 100 to My Attack: 10= Successful Retreat
You Retreat: 10 to My Attack: 100= Failed Retreat Resulting in a Critical Injury
How "Critical Injury" works: Let’s face it, in truth not everyone will escape a battle unharmed. Critically injured is what happens when you are harmed in a big battle. Rather than be killed losing to a role in a story battle, will result in the critical injury of your character. From there you have to wait an in rp week[Not in real time], before they heal up naturally, play with another character you have, or buy a healing stone from the guild.
Guild Portals and Communication Rings: To make getting to quests much easier, the Hunters Guild has installed portals in each capital and town. The portals don’t cost anything to use. They have also given hunters communication rings. These rings allow for hunters on a quest together to talk with one another on a mental level. The rings are also free.
Not every weapon/focus will work in certain situations...Fair warning...
Gold Upgrades:
Starter pack: Unleashing you inner power (Unlock your first focus.): Can get at any time. Must not have a focus already, and your focus license that cost 1000 gold. Take it to the broker and he/she will do the rest.
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Advancement: Breaking down the final barrier (Unlock a second focus.): Must have 5000 gold, be in a guild, and bring the item that is needed by the broker to unlock your powers. The item that is need cost you nothing, you just have to go and hunt for it. Rare hunts normally have the items your looking for it there....Maybe.
Equipment: My Weapon is my Soul:: Instill one of your focuses into one of your weapons for 3000 gold and the something Extra. {Ex: A sword that does ice damage. Focus and weapon must be the character’s, and can’t be traded with another character.) The Broker will help with this as well.
Absolute Power Corrupts Absolutely {Third focus}: Must be guild rank S and have 250000 gold.
I need a Medic:A stone that heals you from being “Critically Injured” for 5000 gold, able to be used twice.
The Broker's Pact/Favor Quests:
To get a pact quest, ask The Broker for more power. Hints cost 500 gold. Pact also serve a second purpose, as they may know things you don't, and would be willing to share what they know with you. Great for dealing with tough monsters, or learning more about bosses.