Special Rules - Limitations
The Hunt Special Rules – Limitations
This is a list of possible `modifiers`, or special rules that can have an effect on Hunters, and on how the Hunt is played. This particular list tends to be detrimental to Hunters, but there is another list of rules that can be Beneficial to them. Do keep in mind that PC and NPC Hunters alike are bound by these rules.
As a general guideline I suggest only 1 or 2 rules from this list be used for any given Hunt, but it opened to a random roll or to a vote there are options for up to 4 rules to be used. Some rules can affect how others are used.
- Instaglib: Instead of a Penalty Box characters that violate the Hunt regulations die, instantly.
- Amature Hour: All Hunters start at level one.
- Volatile Weapons: All PC Hunter weapons do double damage; All Enemy NPC Hunter weapons do triple damage.
- Minimalist: Character’s lose all starting equipment except for 1 piece of their choice, and must roll % for an equipment budget, and message the Huntmaster with the result [No budget will exceed $100,000]. If this limitation wins while at the same time the Rags to Riches bonus wins they cancel each other out, but are still counted as a rule towards the total number of Bonuses/Limitations allowed.
- Hardcore: No special rules at all. If this wins a poll/vote, or is chosen, it superscedes all other Special Rules, Bonuses and Limitations. If this does not win, but would be one of the runner-ups due to a multiple rule victory or choice it is skipped as if it was not there.
- Handicap: The group’s checklist devices lose their directional and map capabilities, the group must discover the location of items the old fashioned way.
- Shadow Hunt: Takes place in the arena with the most votes other than this option, but the Hunters must keep the Hunt and Their activities secret from the populace at large, or face an unknown penalty or hindrance.
- Finders Weepers: All salvage not presently being used by a Hunter is lost at the end of a period.
- The Day you were Born: Hunters start Nude, but are provided with a Jumpsuit. Borgs may not even be provided with that. Characters like a Glitterboy Pilot will have a short race to get to where their signature vehicle is waiting. All vehicles will be in a protective cone that is both Force Field and Aberrant Energies Dampening Field. Only the owner may enter. The Force Field works both ways, the pilot must leave to engage.
- Sky’s the Limit: No Limitations. If this option wins a poll/vote, or is chosen, it supersedes all other Special Rules – Limitations. If this does not win but would be one of the runner-ups due to a multiple rule victory or choice it is skipped as if it was not here.
- Volatile Ammunition: Whenever a Hunter dies as a result of the actions of another Hunter all of the ammunition on their person expends itself simultaneously.
- Shock Arena: All Hunter weapons are bestowed with a staggering/stun effect that varies with weapon type. Each consecutive strike adds a -1 to the Hunter’s save.
- Up Close and Personal: All ranged weapons are disabled (Firearms, Bows, etc.), but may be used as clubs, and all other ranged attacks (Energy Expulsion abilities, spells, psionics, etc.) see the range reduced to 1 foot, +1 foot at levels 3, 5, 7, 9, 11, 13, & 15. Thrown weapons such as grenades, spears, throwing knives, etc. (that are designed to be thrown) are similarly reduced in range (being rendered ineffective if thrown further).
- Jail Break: All Hunters start imprisoned, and must escape in order to enter the Hunt. Those who fail to escape remain imprisoned until the next Hunt that uses Jail Break.
- Moleman Chronicles: One Hunter on each team is a plant by the benefactors. Their goal is not to win the Hunt. If their team ‘wins’, then they lose, and must move on to the next hunt. In order to Win they must prevent their team from winning without being uncovered. Unrevealed moles are protected (and bound) by Friendly Fire rules, however once revealed they are no longer protected. Wild accusations does not count as a reveal. Mind Reading and similar powers will not function on one’s teammates, including the Mole. There will be no notice given as to when a Mole stops being protected by Friendly Fire (this has led to some unfortunate incidents when a team has ganged up on the wrong person they though was the mole, much to the glee of the referee…).
- Friendly Fire On: The Rules preventing friendly fire are disabled. No penalties for friendly fire.
- Survival: Hunters will not heal normally/naturally for the duration of the Hunt, this includes natural regeneration abilities. External Healing sources such as spells, psionics, etc. are only one quarter as effective as normal. If the Bonus of Unlimited Health is also part of this Hunt healing will only occur every other item acquired, instead of every item acquired.
- Shared Life: The life force of all team members is linked. If one team member takes damage, then the rest of the team also takes damage at a rate of one point for every 10 points of damage taken by the original team member. Example: If team member A takes 20 points of damage than all other team members take 2 points of damage. This damage is only personal damage, the original damage has to be done to the personal damage pool of the Hunter, not his armour or a force field, etc., and the team damage is also inflicted to personal damage. S.D.C./H.P damage is converted point for point to Mega-Damage, and the reverse is true as well. If the one receiving the original damage has a vulnerability, like taking double damage from an ice attack, then the total damage including vulnerability is used to calculate the bleed-through damage to the rest of the team, regardless of their personal immunities.
- 3 Limitations: If this option wins the next 2 rules with the most votes (excluding other Multiple Rules Options) apply.
- 4 Limitations: If this option wins the next 3 rules with the most votes (excluding other Multiple Rules Options) apply.