Here's the rough draft for the custom weapon I had in mind. Let me know if there are any issues with balance or anything like that. I tried to make them a bit like Dual Blades, but whereas those weapons increase your mobility the higher you get the Archdemon gauge, with speed boosts and changing the roll to a dash, I wanted the Gauntlets to increase damage output and add a little versatility to how the player could attack the monster. [hider=Gauntlets Weapon Type] [b]Item Name:[/b] Weapon Class - Gauntlets [b]Appearance:[/b] Varies, but typically consists of layered armor covering the entire forearm and fist. Depending on the materials used in construction, different protrusions are present over the striking surface, which is located where the knuckles and front surface of the fingers would be. Other aesthetics may include blades, spikes, or other things located near the elbows or outer surface of the forearm. [b]"Ingredients":[/b] Typically uses the hardest and bluntest parts of a monster's body--rather than claws or fangs, skull plates or shells and heavier bones. Other materials may be needed for bindings and armor. Metals and minerals are often present, but the number required is lower due to the size and lack of sharp edges. [b]Type:[/b] Gauntlets [b]Description:[/b] For the purposes of a more clearly imagined image, this description contains terms related to the mechanics of the actual games. Adaptation to narrative writing will be slightly different but should generally follow this theme. The Gauntlets are fast but low damage, relying on agressive play and combinations like the Dual Blades to take out a monster. Like a Hammer they do Impact damage, and can stun a monster if used to repeatedly strike the head. The player's movement speed isn't impacted as much when using the Gauntlets, and they can even continue to Run like when the weapon is sheathed. However, they must sheathe the weapons to use items. Like some other types of weapons, they also have a gauge, though it performs differently. This gauge--about the same length as a Long Sword's Spirit Meter--builds up as a blue meter, growing from left towards the right, as the Hunter deals damage to a monster. The more hits there are in a Hunter's combo, the faster the meter builds--for instance, hitting a monster once, then running away, then coming back to hit it again gives 2 increments to the gauge. But hitting the monster with a 1-2 combo, without a break between, gives 3 increments to the gauge. The gauge is divided into thirds, and when each part is filled a new function of the weapon grows stronger. This will be further explained below. Weapons in Monster Hunter usually have Horizontal Attacks and Vertical Attacks, stringing together in combos. Not all attacks are literally horizontal or vertical, at least for the Gauntlets. For combinations, H or V will represent the button pressed, along with R for Running. H will always be a jab, unless following a second jab or a V attack in which case it will change depending on the V combination. V by itself or after a jab will always be a right cross. V after a right cross will be a right hook, H after a cross or right hook will be an uppercut. V after a right hook or uppercut will be a spinning backhand. The backhand is a good time to start the combo over, but another V will do a stronger variant of the right cross at the cost of moving the character forward and causing a lag time between the start up of any other move. H after a cross or right hook will be an uppercut. H after two jabs will be a left hook. H after a left hook or uppercut will be a moving jab--the Hunter will circle to the left while jabbing. This move has a few I-frames and can extend the time available for a dodge, but isn't always accurate due to the movement and is weaker than other followups. It does, however, let one continue a combination. H with R will be a jumping or "superman" punch with the right hand, covering a bit of ground for to let the Hunter close in. V with R will be the same variant of the right cross used after a spinning backhand, with the same limitation. The Mount attack is a falling punch. Even if the user misses the monster's body, however, upon striking the ground a small shockwave is released that can do a small bit of damage. Dodge rolling is the same as most other weapons, but no attacks are affected by coming out of a roll. Good places to roll during a combo, however, are the moving jab, the strong cross, and the uppercut. Dodges can be executed after pretty much anything, as with other weapons, but there is a noticeable lag between the spinning backhand or the superman punch followed by a roll. The emphasis on combinations is even more important now that the function of the gauge and its three bars are revealed. With each bar filled, different tiers of stronger moves are unlocked. The first bar allows the following: Rising Wyvern - after a right cross, right hook, then uppercut input, the uppercut will change into a powerful jump-uppercut. It can be followed by a Mount attack. It can hit flying monsters if they aren't too high. Wyvern Knuckle - the superman punch input will change into a charging punch ignited in flames. It covers the distance very fast and is stronger than the normal attack. The flame is simply a visual. Wyvern Breath - a jab, right cross, uppercut input will replace the uppercut with a more powerful double thrust. An aesthetic effect of lightning around the Hunter's arms and the point of impact will appear, but this is solely visual. The hunter is rooted in place during this attack and can't be knocked away, but will still take damage. Each of these Super Moves will consume 1 bar of the gauge. When 2 of the bars, or all three, have been filled, these moves become stronger, but also consume more of the gauge. The level is equivalent to the number of bars it will drain. Level 2 Rising Wyvern will hit twice, and have an energy visual. Level 3 will hit three times and have a more powerful flame visual. They can be followed by a Mount attack, and will also hit flying monsters at higher ranges as long as they're not leaving the arena. Level 2 Wyvern Knuckle will do more damage with a higher chance to break parts. Level 3 will grant the ability to go through certain monster attacks (like fireballs or roars) along with slightly more damage. Level 2 Wyvern Breath will reduce damage taken and increase the power of the attack. Level 3 will further reduce damage and increase general power, but will also cause the attack's power to go up even more if the user takes an attack while performing the Super. [b]Type of Damage:[/b] Impact, and certain Gauntlets will have Elemental damage value. Status inflicting Gauntlets are rare, and typically appear on weaker forms of the weapon that wouldn't inflict Stun as often. [/hider]