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Overview

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Monster Hunter

Description

Hunting dragons and wyverns for profit.

Type of job

Hunting

Alternate names

Hunting

storage

Requirements

Education

Education is provided for by the Hunters Guild if enrolled early enough (around 17 or so).

Experience

Some survival training, cooking experience, knowing your way around a weapon.

Training

Extensive weapons training, field training, and survival training.

Work hours

People work whenever they're given a job, and the jobs last however long it takes them. However, if the hunter is clearly lollygagging, the reward can be rescinded and punishment can be meated out.

Vehicles

Airships, automobiles, ships, and sandships.

hdr_weak

Risks

Occupational hazards

Injury or death, either due to a monster attacking them or the hunter doing something stupid.

Long-term risks

PTSD from being attacked, debilitating injuries.

hdr_strong

Rewards

Pay rate

However much is listed for the job, anywhere from 10 gold to 150,000 gold depending on how difficult the job is (or how desperate the client is).

Time off

Two months off per year, can't be rolled over into the next year. Paid time off is given a low-average salary, about 750 gold per week. Three weeks of sick leave are granted per year barring any major injuries.

grain

Specialization

Promotions

Promotions are based on how good you are at your job. Urgent quests are occasionally given to hunters who show promise, and if they're completed, that hunter moves up a rank until they reach 15 stars. Any other non-hunting position is based on how good someone is at their job and whenever a position is opened.

Specializations

They can either become hunters, liaisons, guild managers, or workers within the guilds themselves.

Field

Dangerous.

Ranks

1-15 star hunters, 15 being the ones who can fell great beasts without so much as batting an eye or accomplish Herculean tasks with ease.

Guild managers run their own franchises, capable of hiring hunters and sending them out on missions. Tasked with defending the cities they occupy.

info

Overview

Details about this job's overview

Name fingerprint

Monster Hunter

Description

Hunting dragons and wyverns for profit.

Type of job

Hunting

Alternate names

Hunting

storage

Requirements

Details about this job's requirements

Education

Education is provided for by the Hunters Guild if enrolled early enough (around 17 or so).

Experience

Some survival training, cooking experience, knowing your way around a weapon.

Training

Extensive weapons training, field training, and survival training.

Work hours

People work whenever they're given a job, and the jobs last however long it takes them. However, if the hunter is clearly lollygagging, the reward can be rescinded and punishment can be meated out.

Vehicles

Airships, automobiles, ships, and sandships.

hdr_weak

Risks

Details about this job's risks

Occupational hazards

Injury or death, either due to a monster attacking them or the hunter doing something stupid.

Long-term risks

PTSD from being attacked, debilitating injuries.

hdr_strong

Rewards

Details about this job's rewards

Pay rate

However much is listed for the job, anywhere from 10 gold to 150,000 gold depending on how difficult the job is (or how desperate the client is).

Time off

Two months off per year, can't be rolled over into the next year. Paid time off is given a low-average salary, about 750 gold per week. Three weeks of sick leave are granted per year barring any major injuries.

grain

Specialization

Details about this job's specialization

Promotions

Promotions are based on how good you are at your job. Urgent quests are occasionally given to hunters who show promise, and if they're completed, that hunter moves up a rank until they reach 15 stars. Any other non-hunting position is based on how good someone is at their job and whenever a position is opened.

Specializations

They can either become hunters, liaisons, guild managers, or workers within the guilds themselves.

Field

Dangerous.

Ranks

1-15 star hunters, 15 being the ones who can fell great beasts without so much as batting an eye or accomplish Herculean tasks with ease.

Guild managers run their own franchises, capable of hiring hunters and sending them out on missions. Tasked with defending the cities they occupy.

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