Shop Mobile More Submit  Join Login
A large part of the Guild's success is due to the great amount of care they give to their hunters. They try to make sure that every hunter that goes out in their name safely returns home, at the least, alive. This is made possible thanks to the Felyne Rescue Squad, a group of felynes who are trained in first-aid and extraction of hunters who are in peril. 

The FRS is a completely voluntary service with good benefits to the felynes that enlists. Though benefits differ depending on the village, most include some sort of health benefit. However, arguably the biggest benefit to being in the FRS is the amount of human connections a felyne can form during this job, particularly with guild personal. If a felyne ever wanted to work for or be involved with the guild, it was almost necessary to be a part of the FRS. 

At first, this job was tasked to other specialized hunters that were trained in stealth and distraction to stay out of sight during a hunter's quest and intervene only when the hunter was in peril. However, this eventually proved to be inefficient for several reasons. First, the amount of resources required to send up to four hunters plus the rescue squad was starting to add up and starting become a problem. Second, rescue squad members were always in danger of being a victim of collateral damage. Third, in the worst case scenario, rescue squad members can be detected by monster with keen senses and subsequently attacked. Following several incidents in which this third scenario occurred, the guild looked elsewhere to fill in this position.

Kokoto was thought to be one of the first villages to approach nearby felyne villages and employ them for this purpose. Employing felynes had several benefits. Felynes are often very low on the threat/prey parameter of many monsters and therefore will more than likely be ignored, leaving hunters to work uninterrupted and without outside influence. Furthermore, Felyne bases are often close to hunting grounds and therefore quicker in deployment. Lastly, felynes are strudy,quick and always have an escape route ready when the going gets tough to get out of harms way, making casualty probabilities very low.

After several weeks of negotiation and discussion, the Guild and the Felyne Village Chief came to an agreement. Nearby Felyne Villages were sent a parcel ahead of time of incoming hunters and the region in which they were to hunt. The villages would deploy their rescue squad units, also called a Clow, to several locations and remain hidden until they were needed. At a base, the FRS (felyne Rescue Squad) are paid half of the registration fee that quest submitted would have had to pay as commission, regardless of whether or not they were needed or if the quest was abandoned. However, if their services were used, they would be paid a sixth of the quest's completion reward on top the commission fee, the other sixth going to the guild, up to a total of 3 times in which the reward money is depleted. 

Following Kokoto's successful trials, other villages began to adopt this practice. Most agreed to the same terms that were set by the Kokoto-Felyne Pact, while others agreed on higher cuts. Regardless, the FRS spread far and wide and now is universal. 

Felyne volunteers are first taken through a series of tests to measure and train their strength, dexterity, intelligence, and combat effectiveness. Felynes lacking in certain traits are kept longer at each facility to train themselves to a proficient enough level, while those that pass won't take more than a day or two at each facility.

The intelligence portion of the assessment is the most straightforward; felynes are tested on their knowledge of survival skills and monsters in the relevant area. Those who fail attend lectures and seminars and are retested until they have sufficient relevant knowledge, while those who pass, well, pass.

The strength part of the training measures the felyne's strength and sturdiness. Felynes are taken to a lumberyard where they are tasked with three things: catching logs as they flow down the river (by log cutters upstream), similar to log guarding, carrying them to the lumberyard, and then splitting them. To overseer the process, Clow leaders or retired vets will keep an eye out, help, and assess the felynes-in-testing. 

The dexterity portion measures a felyne's speed and endurance. Felynes are sent to villages and become couriers and are tasked with delivery or retrieval of items and parcels to and from locations. Locations may vary from within villages to even between villages. Assessments are based on time taken to complete the objective. Oftentimes the course will contain at least one delivery that requires about a days worth of travel. Felynes-in-training are paired with Clow leaders or official parcel members who are restricted to only follow behind the felyne-in-training and assist only in case of emergencies. 

Felynes can choose the order in which they take these test though the recommended order is to do the intelligence portion first, then the strength portion, followed by the dexterity test. Once all tests are completed, Felynes are sent to a combat school to test their combat effectiveness and weapon efficiency. Various reflex exercises, obstacle courses, and sparring matches are held throughout the day to measure the felyne's prowess in combat. 

Once the felynes are deemed worthy, they are sent to the FRS headquarters to be assessed by the Guild and the FRS. As felynes go through their training they are graded on each of their activities. These grades help the Guild and FRS determine what position the felyne would be best fitted for. Felynes are interviewed and recommended a position based on their evaluation. Felynes who feel strongly for a certain position can petition for those position. However, doing so usually means going back for more training. 

There are six primary positions that felynes can usually take up: combatant, diversionary, medic, quartermaster, courier, and informant, each position being less combat focused than the previous. Becoming a Clow leader requires some field experience as well as combat experience. As a result Clow leaders are almost exclusively combatants, diversionaries, or medics. 

Informants are those felynes who work at the desk away from the field. Their primary focus is to keep the rest of the Clow properly informed about the area they are going to get deployed to, such as weather and monster forecast. Before each deployment they give a crash course on the area as well as what monsters they are likely to face and reviewing proper measures to extract hunters if the need arises. 

The bulkiest of felynes are usually made into quartermasters do a lot of the heavy lifting for the squad. They are in charge of the deployment team's supplies and making sure everyone is properly geared and ready for anything. During an extraction they are usually the ones to carry hunters onto the carts and cart them back to base camp out of harms way. 

When a felyne is quick, it is usually grounds to make them one of two types of couriers. Those that want to work on the field are tasked as field couriers while those who want to stay away from danger are made messengers. Field couriers carry messages between the spread out Clow members in a quick and stealthy manner to make sure everyone's on the same page. Messengers are used to quickly deliver urgent messages between different bases of operation or from from a base to the deployment squad.

Felyne medics are slightly more combat focused informants. Their primary role is the keep the team healthy and to treat felynes and hunters when the need arise. Informants who'd like the be out on the field are required to train their strength and endurance for their own safety before becoming a medic.

The role of the diversionary is to immediately divert the monster's attention using various tools and tactics when the hunter is deemed to be no longer able to continue. Their object is not to fight the monster, but to give the quartermaster and the medic enough time to get the hunter to safety. 

In the event that the diversionaries' tactics aren't sufficient, the combatants are the last resort of getting the monster's attention. Combatant is the most dangerous role as it requires one to go face to face with the monster until the extraction team is done and then retreat themselves. Again, their primary objective isn't to kill the monster, but only to keep the monster's attention away from the hunter and the extraction team. 

The position of Clow leader is the next step for those who are looking for advancement. Clow leaders, as mentioned before, require said felynes to have some field experience and as such will usually require a felyne's previous position to be that of diversionary, combatant, or medic. However, there have been a few, rare cases where couriers and quartermaster were promoted to Clow leaders. Clow leaders are in charge of a deployment squad while they are out on the field. They make sure everyone is safe and following orders to ensure the maximum safety of the hunters and clow members. In very rare cases, new felynes that score high on all of their assessments can be positioned as a Clow-Leader-in-Training. In this case, they will shadow Clow leaders for a short time before leading a Clow of their own.

In a typical deployment, The FRS HQ receives a parcel for a quest from the Guild. The Head Dispatcher then assigns a Clow for the job and the team is usually first briefed by an informant about the weather and possible monsters they are likely to face and given a quick rundown of the most effective diversion tactics against said monsters as well as detailing the best and safest escape routes from any given location. Using this information, the quartermasters gather and pack up the necessary tools, supplies, and equipment for the deployment. At least two couriers are on standby at HQ for each Area Deployment Team in the event that a quick message needs to be sent to them. The FRS guidelines requests at least 2 diversionaries and combatants for each large monster in the area (applies even if there aren't any large monsters), 1.5 quartermasters and medics for each hunter (rounding up when needed), and 1 courier for every 3 members (again rounding up). So a quest with one large monster and 1 hunter will have 1 Clow leader, 2 Diversionaries, 2 Combatants, 2 quartermasters, 2 medics, and 3 couriers, for a total of 12. However, overtime, the number of deployed clow members became more on the case by case basis. Regardless, the absolute minimum was to to have 1 of each role present in a Clow, not including the Clow leader, for a total of 6. 

Once the deployment team arrives at their location, the Clow leader plans out their positions and course of action and then they wait, remaining out of sight and sound to all except themselves. 
As the hunter moves from area to area, the clow leader signals to the members to move and reclaim their positions in their new area. If the hunt is finished without a hitch, the clow leader calls the retreat and everyone's on the way back to HQ. When a hunter is downed, it's the diversionary's call to start the operation. The divisionary will usually start with a flash bomb to stun the monster or something else like a dungbomb in the case where flashbombs are ineffective. This is usually followed by a smoke bomb during which the medic and quartermaster will attend to the hunter(s). The combatant is usually on standby with the diversionary in case he is needed. The courier will often help wherever is needed, either on the diversion front or the extraction front, while the Clow leader will be sort of in the middle making sure neither front is struggling. Once the hunter is extracted and on the way back to base, the medic performs a quick round of first-aid to get the hunter back on his feet. On the other front, the felyne disappear once again and await the next time they are needed. On the third and last assistance, the clow brings the hunter back to base camp and sends the hunter off on the caravan back to their respective village. Once that's done, the clow packs up and goes back to HQ, another day, another hunter safe.
So here's the low down on the FRS. While I was doing this I was thinking some sort of visual would help but alas I cannot draw very well. So I'm going to give all my watchers an opportunity to take part of this CC. As you know by now, there are 6 classes in the FRS. If you would like draw a class please leave a comment or note. Even if someone's already done a role, if you still want to draw it, you're more than welcome to. Once I have all 6, I'll make a small visual aid featuring your artwork linking to each of your artworks as to give you credit in the artist description. If you have more questions about it, please let me know. 

Positions being drawn:
Quartermaster: [none]
Informant: LynxKano
</b>Courier: [none]
Combatant: [Nanasschevelu]
Diversionary: Kugaster
Medic: [none]

As usual stuff i write are non-canon, though I try to make it close to canon as possible.

All monster hunter related IPs are copyrighted to Capcom.
Glyde's character design is copyrighted to me. Please do not steal. 
Add a Comment:
DarkmaneTheWerewolf Featured By Owner Feb 19, 2016  Professional General Artist
I think the FRS should leave rage quitters to fend for themselves!! (i.e hunters who just leave the second they die a single time online =p)
xglide Featured By Owner Feb 20, 2016  Student Writer
oh dear hahaha
LynxKano Featured By Owner Feb 9, 2016
I can do some of them, Pick for me if you don't mind ...=)
xglide Featured By Owner Feb 9, 2016  Student Writer
sure! I'd like to see your take on the informant. they might be an indoor type but still could be interesting to see them work
Kugaster Featured By Owner Feb 8, 2016
If you don't mind, I would like to try my hand at a Diversionary. 
xglide Featured By Owner Feb 8, 2016  Student Writer
sure! give me a link when you're done!
Kugaster Featured By Owner Feb 9, 2016
You got it.
Kugaster Featured By Owner Edited Feb 13, 2016
Alright, it's done. Check it out at….
Add a Comment:

:iconxglide: More from xglide


Submitted on
February 8, 2016
Submitted with Writer


10 (who?)