• Critical: Anything that requires a roll can critical. There are two ways to do this, and both serve to get extra rolls:
    • All Successes: If all dice rolled (minimum 3) come up successes, one can reroll the entire pool and add this to their previous successes. Whether this chains is subject to GM decision. This also allows smaller pools to potentially achieve tasks outside normal reach (e.g. a pool of 4 against of a R# of 5).
    • Push for the Critical: If one has already achieved the R# (or higher), one may choose to Push for the Critical and roll a single d10 (no modifiers). If this comes up a success (8-10), the action is critical and the player may reroll all dice (minus the confirmation die) as if they had achieved All Successes. If the roll fails, the player’s current successes are halved and there is no reroll. Failing the confirmation roll may cause the player to fail the task they were attempting.
  • Fatigue: Hunters may become fatigued by repeated punishment, inclement weather, extreme exertion, or other means. While fatigued, attack dice are reduced by 1 (minimum 1) and any Focuses that activate using Tech Points or Manna require one extra (if another Focus modifies the activation cost, the Fatigued penalty applies last).
  • Required Number (R#): The number of successes required to achieve a task.
  • Skill: A level of training and expertise associated with a specific skillset. Skill ratings of 1-3 will reduce the number required to roll a success by their level (e.g. skill level 1 rolls success on 7-10, level 3 on 5-10). A skill rating of 4 rolls successes on 5+ and gets an extra die; a skill rating of 5 gets two extra dice. See also: Weapon Skill, Armor Use.
  • Success: Any die that rolls an 8, 9, or 10. This can be modified by having a relevant Skill or by certain Focuses.


  • Armor Use: A specific (normal) Skill, each level lowers the number required to roll a success when making an Armor Roll. This applies even if the character is not actually wearing armor since it conveys knowledge on how to brace or move to absorb damage.
  • Defense Required Number (DR#): The R# to land an attack. Calculated as (PER + REF)/3 or as (STR + TGH)/3 with the Tank focus, both rounding up.
  • Fainting: When a hunter reaches 0hp on a hunt, an EMT crew takes them back to base camp and patches them up. So long as the hunter isn’t (permanently) dead, this is called a “fainting”.
  • Weapon Skill: A skillset based around a particular family of weapons (e.g. Dual Blades, Great Sword, Light Bowgun). In addition to lowering the number required to roll a success when using that type of weapon, each level in a weapon skill adds +1 to the physical damage rating for those weapons. Weapon skills of rating 4 or 5 also add (attack) dice like any other skill (plus bonus damage for being a weapon skill).
    • Ex: Having “Sword and Shield 3” makes attacks with a Sword and Shield roll successes on 5-10. If this weapon had 6 raw damage and 3 fire damage, the total damage output would be 9C+3f.


  • Affinity: Rating of how easy it is to score an All Successes critical strike with the weapon. Affinity has no effect on Push for the Critical. [broken; will be reworked]
    • Positive Affinity subtracts from the number of successes needed to count All Successes (minimum 3). Ex: a dice pool of four with Affinity 2 would only need to roll three successes to activate the All Successes critical.
    • If one rolls All Successes, negative Affinity requires that many extra dice to be rolled. These extra dice only count towards confirming the critical and must all come up successes to trigger All Successes.
  • Special: The weapon’s elemental or status damage (if any).


  • Armor Skill: Also called armor abilities, an armor skill is a latent ability bestowed by a piece of armor. The strength of a piece’s ability is measured in “points”, and 10 points are needed to unlock the latent ability. This is most easily done by wearing a full set of a single monster’s armor.


  • Captureable: A monster can only be captured when it is weak enough to be put to sleep by Tranq Bombs (or equivalent). Each species of monsters has a number of tells that signify when they are too weak to resist, such as significant limping. Once they are weak enough, they must be incapacitated with a Trap and knocked out with Tranq Bombs (in that order).
  • Enraged: Monsters will sometimes be overcome with primal rage, often announced with a booming yell. Each species usually has its own tells that signify they are enraged as well. While enraged, monsters often experience increased attack, increased or decreased defenses, and increased speed.
  • Exhausted: If a monster exerts itself or is hounded enough, it may become temporarily exhausted. The easiest tell for this is uncontrollable drooling, though each species will have its own signs. Exhausted monsters have lower and less frequent attacks, are easier to knock out or capture, and are prone to stumbling or being knocked over. Some attacks, such as breathing fire, may fail outright. Exhausted monsters will eventually seek out food or shelter to regain their energy.


Hunting Monsters Psion_Rogue