Hunt Premise

The Hunt Premise & Background

The Characters have been snatched/kidnapped/taken from their lives, and placed on a team to engage in team based Cosmic-Level scavenger hunt. (Think the film Rat Race as run by Q). The teams are then pitted against each other in a planet-wide scavenger hunt for a number of items. The first to get all items and return to the starting point wins their freedom (return from whence there were taken), and a reward (akin to a wish, full details known only to the winners). Winning Hunters will be invited back for the Championship round at the end of the Season, as well as to voluntarily participate in additional seasons, All-Star rounds, or other Events, but can also choose to refuse these offers, once refused they are never invited back for another event. The losing teams continue on to the next round, and then into other seasons, until they win their freedom, or perish in the attempt.

The Hunt is set up like a sport, there are ‘seasons’, linesmen, a referee, spectators, gamblers, etc., and each team has a coach who provides them with guidance and information, but can take no action within the Hunt itself. Further coaches have the ability to perform substitutions and line-up changes as the Hunt progresses, at any time. Any Hunter fielded, even if benched at the time of victory, is considered to have been a part of that victory, with the exception of the Penalty Box, below. Hunters not fielded move onto the next round, and may be traded to another team.

Each team has a pair of Team Colours that is used to represent them, and each Hunter must always display the Team Colours at all times. Full uniforms are provided, and paint jobs for vehicles and armour are available if desired. In addition a full range of clothing is available to each hunter (Jackets, pants, shoes, bandanas, etc.) in the team colours. To meet the requirement of Team Colours something as small as a handkerchief tied around the arm will suffice, however it MUST be prominently displayed (putting on a t-shirt, but then covering it in full EBA does not count, for example). Concealing or removing your own or a teammate’s Colours will result in Benching, and possible Penalty, at the discretion of your coach. Lost colours will be replaced at earliest convenience. If you are not wearing team colours, and have not yet been benched or placed on Penalty your teammates are exempted from being penalized under the Friendly Fire rule (you however are not) until such a time as your colours are restored. There are multiple styles available, but most teams choose a two-tone camouflage pattern with their colours.

Within the confines of the Hunt there are several ‘Rules’ or ‘Regulations’ that are enforced by the Referee and his Linesmen (and their very shiny shoes). These must be followed by all team members, both NPC and PC alike, and violation can lead to Item Penalties, Time Penalties, or being confined to the Penalty Box. Firstly you cannot attempt to escape or thwart the Hunt, all attempts have failed so far, and offenders tend to be made examples of. Secondly Inter-team violence is prohibited, you cannot intentionally attack and/or harm or attempt to attack and/or harm your own team mates (the guidelines for determining if such an action has been made/attempted are a] Was there malice of intent or forethought, b] Was or could there have been damage dealt, or c] Was or could there have been a save throw required {this includes spells like Magic Net where the listed ‘save’ is to dodge}, the rest is a referee judgement call). Note that this does not apply to opposing teams, only your own. The final rule of note is the Win Conditions below (it is important to point out that these are the ‘rules of note’ and that each Hunt may have additional special rules and/or restrictions, and that the Hosts of the Hunt may not always give what some may call ‘fair’ warning on these, then again most competitors don’t really consider their predicament ‘fair’).

In order to ‘Win’ the Hunt you must acquire all items, maintain possession of all items in the same condition as when you acquired them (acquiring a snowball but returning a puddle of water is counted as failure or missing item). Then all 9 items must be returned to the Starting Line. Further the Winning team must be the FIRST team to accomplish this, and they must do so with all living team members currently ‘on the field’ or ‘in play’ at the time (you cannot leave a team member behind in order to achieve victory). There are two exceptions to this. Firstly: Team members on the Bench or in the Penalty Box are not counted as on the field or in play, however team members who have been in the field and recalled are considered to have achieved victory, but team members in the Penalty Box are NOT considered to have achieved victory. Secondly: A team member that elects to stay behind when the rest of the team moves on is no counted as being left behind, provided they do so of their own free will (magical, psionic, or other forms of coercion do not count towards this, and may result in a penalty if the coercion is coming from a teammate), team members who elect to stay behind and are not present when the team achieves victory are not considered to have been a part of that victory, and thus do not get a prize or go home, this is referred to as the Horatio Rule.

If you commit a foul under the Hunt rules the Referee and/or one or more of his Linesmen will appear to inform you (and the team) of your infraction and the consequences/punishment. They will also escort/drag you off the field if your punishment is time in the Penalty Box, which seems to exist outside time and space. An individual’s time in the box may never be the same as another’s. Some are bored, just sit there and watch the Hunt. Others have a beverage, maybe talk with the Ref or Linesmen. Others still, never talk about what happened, and many have scars, some physical, some mental, and there are those who never fully leave the box…. (it is worth noting that while it is technically against the rules to attack the officials, most cautioning against it revolve around it generally being a bad idea, as opposed to it being against the rules).

The time in which it takes you to acquire an item (or attempt and fail to acquire one) is referred to as a ‘period’, and there are no minimum or maximum number of periods, the Hunt ends once there is a winning team, that is it. After each period the coach pulls you into a unique to your team extradimensional space called the Lockerroom. The method of doing this differs from Coach to Coach. The Lockerroom has all the standard amenities, lockers (with extra uniforms), showers, a steam room, snacks and beverages, etc. This is where some planning and discussion takes place, as well as congratulations and/or reprimands, both with feedback, on your performance. This is also how and where many of the Special Rules are affected (like healing or repair, should those special rules be a part of that particular Hunt). The time in the Lockerroom is ‘out of sync’ with regular time, and helps minimize time lost from the Hunt itself.

Each Hunter has a ‘Scroll’ or ‘Baton’, this item is unusable by anyone other than the Hunter, and acts as the checklist for the scavenger hunt, as well as displaying visual representations of the items you seek. Items are displayed one at a time, and only advances to the next one once the current one is acquired (or all chances of acquiring it are lost). Losing at item does not affect the team, other than in terms of time spent trying to acquire it, and a penalty item will be added to be acquired in its stead. Sometimes specialty items or bonus items may be made available, these will either count as more than one item (meaning taking one items checks 2 or more items off of your list), or assist/boost the team in some helpful manner (kind of like a Power Up). The Baton or ‘scroll’ can also sometimes act as a map, compass (oriented on the current item), or GPS, although the reliability of such has been questioned by many a Hunter, and does not seem to be able to pinpoint items, only get one ‘close enough’. It should be noted that not all teams will have the same items list, on average there is a pool of 54-90 (sometimes more, sometimes less) items that each team’s list is drawn from. It is impossible to know the exact make-up of your own, or another team’s, list until you have amassed your all the items on the list.
Note: Regarding the Baton, if the Special Baton is being used players will start off with 15 points to allocate as they see fit, and will gain 5 points per level and 10 points per item acquired. The details of the special Baton are available through email, or with provided links.

Each team has been put together by a ‘Benefactor’, the powerful being who recruited each Hunter to his (or her or ‘its’) team, and the being who will send you home again if you win. These Benefactors host the Hunt for their own amusement, and wager on various parts and aspects of it, as well as the outcome. Coaches can also wager, but they are restricted to being able to place wagers on favourable outcomes for their team (they can bet on their team, but never against it). Further most Coaches are in fact former Hunters (usually winning Hunters), so they understand your plight (in theory).

Each Hunt takes place within a specific Arena determined by the afore-mentioned Benefactors, be it a city, planet, galaxy, or series of dimensions, each one is unique, and straying outside the Arena is considered attempting to escape the Hunt.

There are additional Special Rules that may be applied to a Hunt that can Benefit or Hinder the Hunters. Those will be stipulated at the beginning of a given Hunt.

Hunt Premise

The Hunt 13eowulf