Special Rules - Bonuses

The Hunt Special Rules – Bonuses

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 beneficial to Hunters, but there is another list of rules that can be Detrimental to them as well. 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.

  • Volatile Weapons: All PC weapons do double damage; All Enemy NPC weapons do triple damage.
  • Group Vehicle: After the Team Captain is elected they, with the consultation of the team, may choose a Team Vehicle. This vehicle must be capable of transporting all the team members. Limits will apply based on theme and arena.
  • Unlimited Ammo: Spent Ammunition is replaced after each item is retrieved.
  • Unlimited Repair: Damaged Equipment is repaired after teach item is retrieved.
  • Unlimited Health: Personal damage/injury [SDC, HP, and/or MDC] is replenished after each item is retrieved.
  • Unlimited Energy: Personal energy [PPE, ISP, CHI, etc] is replenished after each item is retrieved.
  • Team Mechanic: All vehicle(s) damage is repaired after each item is retrieved.
  • Respawn: Each character has 1D4 ‘clones’ they are mentally linked with, one of these clones is sent into the Hunt first, if one dies the next one is sent in, after all are used then the ‘true’ character is sent in. Due to the mental linking all experiences are copied to each duplicate and the original. The 1D4 is rolled by the Huntmaster, in Private, and not revealed to the character.
  • Rags to Riches: Each Hunter rolls % and sends the result to the Huntmaster, who will then let them know how much of a budget they have for extra equipment beyond starting equipment [equipment availability will be limited based on theme and arena]. This may be traded away for a single big purchase, but requires Huntmaster Negotiation. If this bonus wins while at the same time the Minimalist limitation wins they cancel each other out, but are still counted as a rule towards the total number of Bonuses/Limitations allowed.
  • Armoury: Each character has no weapons, but before the round begins is allowed to select arms from the Hunt armoury. Each Hunter may choose one Primary Handheld ranged weapon (normally a rifle of sorts), one secondary or ‘Backup’ handheld ranged weapon of choice (normally a pistol), one Primary Melee weapon of choice (sword or axe are most common, but barely scratch the surface of the variety of weapons available), and one secondary or ‘Backup’ melee weapon of choice (most often a knife or dagger of some sort). Each weapon comes with 1D4 full ‘payloads’, +1 additional ‘payload’ for the primary ranged weapon (for a laser rife that is e-clips, or a 6-shot revolver that is 1D4x6 bullets, etc., a full load for a bow or crossbow is considered to be 25 arrows or bolts). Each Hunter is also provided with a Suit of Armour. All weapons and armour are of extremely high quality, but none are magic, psionic, or super powered in nature. Some characters with specific pieces of signature equipment (like Glitterboy Pilots) will be allowed to retain that specific piece of equipment, but must choose the rest from the Hunt Armoury, the decision of what qualifies as a piece of signature equipment will be made by the Huntmaster, through discussion with the player. Some characters, like Power Armour pilots, who have a non-specific piece of signature equipment will have special armoury arrangements made.
  • Hunger Games: Scattered around the starting area are prepared packs and racks of weapons and ammunition. Often these packs contain many useful supplies and pieces of equipment. Additionally there is usually a number of basic vehicles. The opening area is also surrounded by an Aberrant Energies Dampening Field. Most magic, psionics, supernatural abilities, and super powers will not work for a one mile radius, and trying to cast into the field from outside fails 100% of the time.
  • Hands are Tied: No Bonuses. If this option wins a poll/vote, or is chosen, it supersedes all other Special Rules – Bonuses. 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.
  • Stealth: All Hunters are cloaked from all forms of detection (other than visual) used by other Hunters. This does not extend to vehicles larger than Power Armour. As a side effect all invisibility abilities (including the Invisibility: Simple spell, for example) are dispelled once a hostile action is taken (identical to the Invisibility: Superior Spell).
  • Team Beacon: Each Team member can track other Hunters of the same team on their scroll/baton, as well as visually they are illuminated either by an aura or a floating symbol above their heads. This not not visible to anyone other than Hunters of the same team.
  • Death Race: Each Hunter accrues a Kill Score based on number and type of ‘kills’ they make. Points may then be exchanged for a variety of options. The prize list will only be made available when this modifier is put in place. The Hunter with the most points will be sent home, regardless of whether or not their team wins or loses, as such many hunters never trade in their points.
  • Hard Target: The Item List has an option of 1-4 “special items” that each count as two items towards the final total of 9. Once a team has acquired one of these special items a ‘skip’ option will appear on the item list, and the team can choose which item to go after next, or to go after another special item. Of course if a special item is lost, either another has to be acquired, or the normal items must be acquired. The “special item” in question is: A rival hunter. The subject must be taken alive, and kept alive until the Hunt’s end. If attempting to gain multiple special items than each Hunter must be from a different team. A captured hunter used for the victory of another team now must win an additional Hunt in order to gain their freedom. Multiple captures of this nature impose a cumulative penalty on the captured Hunter.
  • Battle Force: Similar to the Group Vehicle option #3 each Hunter is given the opportunity to design a customized personal vehicle for use in the Hunt. Each Hunter rolls on the Hardware: Mechanical Genius equipment budget table found on page 127 of Heroes Unlimited 2nd Edition Main Book for their budget, and may choose vehicle options from most any sources that have them (but may have some restrictions due to arena or theme). The only other restrictions is that it must be a personal transport, not cargo or group (a van maybe, a limo, Bus, RV, 18 wheeler, etc. is a nay, pending extenuating circumstances, discuss with your Huntmaster), and that two or more Hunters cannot combine their budgets into one vehicle, each much have their own (they are however allowed to attempt custom purchases that would allow them to link their vehicles together in a variety of ways, but each must be fully functional independent of said link).
  • Level The Playing Field: Each character is allowed to select one minor magic (or similar) weapon or item from the Hunt Armoury. The selection is limited.
  • 3 Bonuses: If this option wins the next 2 rules with the most votes (excluding other Multiple Rules Options) apply.
  • 4 Bonuses: If this option wins the next 3 rules with the most votes (excluding other Multiple Rules Options) apply.

Special Rules - Bonuses

The Hunt 13eowulf