Gift of Power
Choose from one of the following 3 options:
• 1 Major Superpower
• 3 Minor Superpowers
• 1 Megaversal Power (Heroes of the Megaverse)
Once the category is chosen there is a random roll for the power(s), they cannot be selected.
Gift of Knowledge
The Hunter is granted (through unknown means) a vast amount of knowledge, with a level of proficiency starting at half their current level of experience, and advancing normally after that. The areas of knowledge can be chosen by the Hunter with certain restrictions applied.
In terms of game mechanics this is represented by 30 skill selections, with no category restriction. However there are a few limitations:
• Physical Skills cost +2 skill selections each (so a physical skill that would normally cost 1 skill selection costs 3, but if the skill would normally cost 3 skill selections, it costs 5, etc.). Physical Skills that are also part of other skill categories (such as Forced March) still have this cost associated to them. Some Physical skills that have no bonuses attached (such as swimming) may be exempted from this cost on a case-by-case basis.
• Weapon Proficiencies cost 2 skill selections (unless otherwise higher already, then that cost is unchanged).
• Class-Specific special skills, such as the Vagabond’s Eyeball a Fella, or the Hardware: Electrical Genius’ Hot Wiring skill are available at the cost of 2 skill selections each (unless there is already a listed cost, in which case that cost +1). In addition special skills can only be chosen from up to two classes at most, to a combined maximum of 5 such special skills selected.
• Learned or teachable non-skill-like abilities, such as spell casting, are not available.
• ‘Normal’ Hand to Hand skills can be upgraded provided the number of skills to purchase the style is appropriate (1 for basic, 2 for expert, 4 for Martial Arts or Assassin, 5 for Commando, no other styles available). The new Hand to Hand replaces your old hand to hand bonuses (is not in addition to them), and starts, like all the other skills, at half the level of experience.
• Mystic Martial Arts non-exclusive forms are available for 16 skill selections. They replace the current Hand to Hand bonuses and style, and start at one third (rounded down) the level of experience. Abilities cannot be exchanged for skill packages.
All skills are considered OCC Related for the purpose of skill bonuses, so if the normal class for the character provides an OCC (or other) bonus to the skill it gains that bonus, otherwise there are no bonuses for skills (other than starting at half the character’s level of experience, rounded up, or I.Q. bonuses).
In the alternative one can choose skills via skill package/program (henceforth referred to as ‘skill package’) or MOS package, as presented in various settings.
• Any bonuses provided as part of a skill package or MOS will supersede the OCC Related Bonus above (replacing that bonus, not being added in addition to it).
• No skill substitutions will be allowed for duplicate skills, and there are no bonuses for taking a duplicate skill through this manner. Duplicate skills are merely eliminated (and as such are not counted against the total number of skill selections).
• The combined number skills of the MOS and/or skill packages cannot exceed 30, and keep in mind the additional cost of physical skills above.
• If this method is chosen any ‘remainder’ skills after adding up the skill packages and/or MOS selections are now considered secondary skills instead of OCC related.
• The additional cost of WPs is modified as such: WPs taken incidentally as part of a skill package (such as the Law Enforcement Skill Package in HU2) will only count as one selection, instead of incurring the additional cost above, however a skill package intended for WPs (such as the Ancient Weapons Program) sees the above additional cost added to each and every WP in the package.
• Hand to Hand skills can either be counted per the costs listed above, or eliminated from a skill package altogether, Hunter’s choice
Gift of Life
Is given the option to resurrect someone from the character’s past who has died. The character must know the individual personally. There is no catch, no roll, no trick, they are just alive again in a healed body (although any energy, like PPE, ISP, or CHI is zero, and must recover over time).
In the alternative the character may claim this gift for themselves selfishly, in which case they are resurrected after their next death, but only in a healed body, any energy, like PPE, ISP, or CHI is zero, and must recover over time. If this option is selected, and the character participates in and wins a future Hunt they will no longer have the option of choosing the Gift of Life.
Gift of Personal Change
The character may choose one small aspect of themselves to alter. For example a Tattoo Man could choose to change one of their tattoos that they regret or don’t use into another tattoo of the same category, this change will happen right away, the old tattoo will be gone, and the new one in its place. The most common request is to not be sent home, as per standard Hunt procedure, but instead to be sent to another location, or have their home dimension/location changed before they are sent home.
When this Gift is selected the character is bestowed with a random gift by the Master of Ceremonies. It can include any of the above, or another Gift of the MC’s own choosing that isn’t available through any other means. Further if selected one must simply wait to receive their gift, if any requests for a type of gift are made than the gift may be withdrawn or cancelled, and the character loses their prize. However in practice most Hunt MCs will not exercise that option, but instead will bestow a ‘Gift’ of a twisted or malicious nature.
The ‘Wish’ Option
A character may forego their gift, and make a request directly to the Master of Ceremonies (who is naught but a conduit to the benefactors). This request may or may not be granted, or may only be partially granted. Once made it cannot be altered, changed or withdrawn. And if declined they will not get another choice of a gift, unless they participate in and win another Hunt. All decisions regarding the wish option are final, and any attempts to argue or appeal the decision will result in the forfeiture of the offered ‘celebration and goodbyes’ time, with the character being sent home immediately. Requests for harm or destruction are almost universally declined. Mechanics-wise there may be a percentage roll to determine the outcome, as the process is similar to requesting a miracle from a deity. The difficulty or target percentage will be determined on a case by case basis.