@Pyrephox Agreed. And how players (and thus characters) respond to such desperate choices is equally as important.
My ideal Hunter game would offer characters the chance to lay their hands on equalizers - a weapon, a flask with a mysterious potion, something that evens out the odds and temporarily lets them go toe to toe with the monsters... only to find themselves changed in the process, becoming closer to the things they hunt than who they were before.
But to do that takes work and creativity otherwise they'll just be... perks. Rather than "woohoo, I got a magical glowing sword, bitches!" it should be "holySHIT did this damn knife just tell me I need to kill someone every day or it'll take my soul?". And other PCs' reactions should be mistrust, antipathy and GET RID OF THAT FUCKING THING DUDE instead of 'hey, let's bring Bob with his magical glowing sword to our next adventure!'.
You know?