Welcome to Dragon Hunters: Cross!
Q: Not again!
A: That ain't a question.
Q: Well, what is this then?
A: A forum RPG game, rebooted from the original Dragon Hunters. It's been simplified and now has a better story (hopefully), better classes and better balance!
Q: Great! How do I join?
JOINING DRAGON HUNTERS
Well, first of all, rule 1: Don't be a bot.
Rule 2: Post with the following sheet filled out:
Username: Your username.
Character name: Your character's name.
Gender: Your character's gender. Male/Female only. This is actually important for certain events and/or mechanics.
Title: Your character's title.
Species: Commonly human, but you can be any humanoid species, as long as it's known (dwarf/goblin/kobold) or you describe it for me. This is purely aesthetic and will not impact the gameplay, though it will impact dialogue a bit.
Class: Your character's class. You can pick any of the base classes of the list below.
Stats: Here's where it gets tricky. Like in DH and DH2, you have stats to fill out. However, there are a couple of things new to DHC. You have 30 AP to start with. Each Point increases the stat by 1. You must put at least 1 into each stat.
HP: Your stamina. Run out and you're dead. Simple as that. You can't put points onto HP, but STR and CON influence it.
HP = (STR+CON)/1.5 (ROUND DOWN)
MP: Your mana. Run out and you can't use spells. You can't put points onto this either, but MAG and RES influence it.
MP = (MAG+RES)/1.5 (ROUND DOWN)
STR: Your strength. Influences damage dealt by physical skills and normal attacks.
CON: Your constitution. Influences damage taken from physical skills and normal attacks.
MAG: Your magic. Influences damage dealt by magic.
RES: Your resistance. Influences damage taken from magic.
Speed Factor: One of the things new to DHC is Speed Factor. Each Class has its own unique Base Speed Factor, which influences turn order. It CAN go into the negatives, but won't really have a penalty for such. Equipping armor or special weapons will influence your Speed Factor. Heavy Armor will heave a penalty of 2 for each piece equipped, while Medium Armor will heave a penalty of 1. Light Armor has no penalties.
Character name: Your character's name.
Gender: Your character's gender. Male/Female only. This is actually important for certain events and/or mechanics.
Title: Your character's title.
Species: Commonly human, but you can be any humanoid species, as long as it's known (dwarf/goblin/kobold) or you describe it for me. This is purely aesthetic and will not impact the gameplay, though it will impact dialogue a bit.
Class: Your character's class. You can pick any of the base classes of the list below.
Stats: Here's where it gets tricky. Like in DH and DH2, you have stats to fill out. However, there are a couple of things new to DHC. You have 30 AP to start with. Each Point increases the stat by 1. You must put at least 1 into each stat.
HP: Your stamina. Run out and you're dead. Simple as that. You can't put points onto HP, but STR and CON influence it.
HP = (STR+CON)/1.5 (ROUND DOWN)
MP: Your mana. Run out and you can't use spells. You can't put points onto this either, but MAG and RES influence it.
MP = (MAG+RES)/1.5 (ROUND DOWN)
STR: Your strength. Influences damage dealt by physical skills and normal attacks.
CON: Your constitution. Influences damage taken from physical skills and normal attacks.
MAG: Your magic. Influences damage dealt by magic.
RES: Your resistance. Influences damage taken from magic.
Speed Factor: One of the things new to DHC is Speed Factor. Each Class has its own unique Base Speed Factor, which influences turn order. It CAN go into the negatives, but won't really have a penalty for such. Equipping armor or special weapons will influence your Speed Factor. Heavy Armor will heave a penalty of 2 for each piece equipped, while Medium Armor will heave a penalty of 1. Light Armor has no penalties.
There are 5 base classes in Dragon Hunters: Cross. A Base Class can select one of three Specialized Classes to evolve into at level 15, which will then evolve into a Master Class at level 35.
Base Classes:
Warrior
Rogue
Scout
Apprentice
Saint
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Specialized Classes:
Warrior – Brigand, Monk, Swordsmaster
Rogue – Ninja, Hitman, Assassin
Scout – Sniper, Tamer, Gunslinger
Apprentice – Sage, Necromancer, Illusionist
Saint – Fallen, Champion, Paragon
-
Master Classes:
Brigand -> Berserker
Monk -> Enlightened
Swordsmaster -> Dragoon
Ninja -> Shinobi
Hitman -> Vigilante
Assassin -> Nightblade
Sniper -> Marksman
Tamer -> Beastmaster
Gunslinger -> Sheriff
Sage -> Archsage
Necromancer -> Vispriest
Illusionist -> Illuminati
Fallen -> Nightmare
Champion -> Martyr
Paragon -> Justiciar
-
Warrior: A fighter to all ends and means, the Warrior goes the path of strength to show you that hitting stuff is usually the most effective way of killing. Of course, there are several ways to kill by hitting with melee, and so the Warrior has the most varied of all class upgrades. He usually prefers STR most of all.
Bonus: Strength (+2 to Attack Rolls)
Base Speed Factor: 8
Rogue: Rogues are the “scum of the earth”. They lie, they cheat and they steal their way to victory with various techniques, from backstabbing to poison darts. Of course, this means they are better off using STR, but MAG is also important.
Bonus: Sharpness (+1 to Attack Rolls)
Base Speed Factor: 10
Scout: As the Warrior and Rogue go up close and personal, the scout likes to take things from afar using its bow and arrows. They’re nimble and quick, but also on the frail side like Rogues. They use STR most of all.
Bonus: Nimbleness (High Base Speed Factor)
Base Speed Factor: 12
Apprentice: The Apprentice dismisses the direct assault, and prefers fighting with magic. Their intelligence is great, and they often strategize about what technique is best in each situation… or just blow everything up. Like most magic classes, their most important stat is MAG.
Bonus: Intelligence (+10% Base MAG)
Base Speed Factor: 9
Saint: The Saint shakes his head at the sinful hunters who don’t fight for the cause. Looking to God for a solution, the Saint helps the fighters with healing prowess and support. Of course, if he has to, the Saint has a wide variety of Light Attribute magic to hit with. To help with resistance, their best stat should be RES.
Bonus: Wisdom (+10% Base RES)
Base Speed Factor: 9
Base Classes:
Warrior
Rogue
Scout
Apprentice
Saint
-
Specialized Classes:
Warrior – Brigand, Monk, Swordsmaster
Rogue – Ninja, Hitman, Assassin
Scout – Sniper, Tamer, Gunslinger
Apprentice – Sage, Necromancer, Illusionist
Saint – Fallen, Champion, Paragon
-
Master Classes:
Brigand -> Berserker
Monk -> Enlightened
Swordsmaster -> Dragoon
Ninja -> Shinobi
Hitman -> Vigilante
Assassin -> Nightblade
Sniper -> Marksman
Tamer -> Beastmaster
Gunslinger -> Sheriff
Sage -> Archsage
Necromancer -> Vispriest
Illusionist -> Illuminati
Fallen -> Nightmare
Champion -> Martyr
Paragon -> Justiciar
-
Warrior: A fighter to all ends and means, the Warrior goes the path of strength to show you that hitting stuff is usually the most effective way of killing. Of course, there are several ways to kill by hitting with melee, and so the Warrior has the most varied of all class upgrades. He usually prefers STR most of all.
Bonus: Strength (+2 to Attack Rolls)
Base Speed Factor: 8
Rogue: Rogues are the “scum of the earth”. They lie, they cheat and they steal their way to victory with various techniques, from backstabbing to poison darts. Of course, this means they are better off using STR, but MAG is also important.
Bonus: Sharpness (+1 to Attack Rolls)
Base Speed Factor: 10
Scout: As the Warrior and Rogue go up close and personal, the scout likes to take things from afar using its bow and arrows. They’re nimble and quick, but also on the frail side like Rogues. They use STR most of all.
Bonus: Nimbleness (High Base Speed Factor)
Base Speed Factor: 12
Apprentice: The Apprentice dismisses the direct assault, and prefers fighting with magic. Their intelligence is great, and they often strategize about what technique is best in each situation… or just blow everything up. Like most magic classes, their most important stat is MAG.
Bonus: Intelligence (+10% Base MAG)
Base Speed Factor: 9
Saint: The Saint shakes his head at the sinful hunters who don’t fight for the cause. Looking to God for a solution, the Saint helps the fighters with healing prowess and support. Of course, if he has to, the Saint has a wide variety of Light Attribute magic to hit with. To help with resistance, their best stat should be RES.
Bonus: Wisdom (+10% Base RES)
Base Speed Factor: 9