Hunter Tactics

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Revision as of 20:44, 22 July 2015 by Tabrumj (talk | contribs) (New page: == Disappear == Prerequisites: * All: Stealth 2, Composure 2. Partial (1): Expression 2 (secondary actor). * Requires: 2 or more. Dice Pool: * Primary: Dexterity + Stealth. * Secondary:...)
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Disappear

Prerequisites:

  • All: Stealth 2, Composure 2. Partial (1): Expression 2 (secondary actor).
  • Requires: 2 or more.

Dice Pool:

  • Primary: Dexterity + Stealth.
  • Secondary: Presence + Expression.

Action: Instant and contested; opponent rolls Wits + Composure (resistance is reflexive). Description: A hunter acts as a distraction to let the others run and hide. One (or more) of the cell accepts a terrible risk and takes on the role of the decoy. This hunter (the secondary actor) distracts the monster’s attention while the others retreat and hide. The Storyteller’s roll for the monster (Wits + Composure) is then compared to each of the primary actors’ rolls. Note: this Tactic reverses the usual teamwork rules a bit, insofar as it has several “primary” actors who receive support from one, lone secondary actor. Potential Modifiers: Secondary actor is especially attractive to the monster, such as a visibly bloody hunter tempting a vampire (+1 to secondary actor); secondary actor has wounded monster in the past (+1 to secondary actor); nearby area has a great deal of cover (+1 to +3 to primary actors); nearby area is densely populated (+2 to primary actors); primary actor is especially attractive to the monster (-1 to appropriate hunter); nearby area is sparse and open (-2 to primary actors); no other people in the area (-3 to primary actors); secondary actor cannot speak (-3 to secondary actor).
Roll Results:
Dramatic Failure: The monster is not fooled, and takes note of where all the hunters have fled. It can attack any of them as it sees fit.
Failure: The Storyteller rolls more successes for the monster than a player does for a primary actor. The monster sees where that particular hunter has gone.
Success: The primary actor’s player rolls more successes for the hunter than the Storyteller does for the monster. The monster’s attention is focused on the secondary actor long enough for the primary actors to hide. If all the primary actors equal or exceed the monster’s successes, the secondary actor is the only character the monster can see.
Exceptional Success: The primary actor’s player rolls more successes than the Storyteller and rolls an exceptional success. The monster is confused by the sudden whirlwind of activity and not only loses the primary actors, but the secondary actor as well.

Moral Support

Prerequisites:

  • All: Resolve 2, Empathy 1.
  • Partial (1): Presence or Manipulation 3, Empathy 2 (primary actor).

Requires: 2 or more. Dice Pool:

  • Primary: Manipulation or Presence + Empathy.
  • Secondary: Wits + Expression.

Action: Instant.
Description: The Moral Support Tactic, hopefully enacted before it becomes an issue, gives a cell some protection against mental attacks. Note, though, that moral support does nothing to help with existing mental manipulation. Potential Modifiers: Hunters have been together for more than a year with no alterations in membership (+5 to all participants); hunters have been together for more than six months with no alterations in membership (+3 to all participants); hunters have been together for more than three months with no alteration in membership (+1 to all participants); cell’s last encounter was a victory (+1 to all participants); primary actor is the recognized leader of the cell (+1 to primary actor); cell’s last encounter was a defeat (-1 to all participants); primary actor is not the leader of the cell (-1 to primary actor); a member of the cell has died within the last month (-3 to all participants, cumulative); a member of the cell has become a monster or otherwise betrayed the cell within the last month (-5 to all participants, cumulative).
Roll Results:
Dramatic Failure: The cell is demoralized. Each member loses a point of Willpower, and all Tactics rolls suffer a -2 penalty for the next 24 hours.
Failure: The cell isn’t in synch today, for whatever reason. No special protection from mental attacks.
Success: For the next scene, successes on the primary actor’s roll are added to the hunters’ Resistance traits for purposes of countering mental and emotional supernatural attacks. For example, the primary actor rolls three successes. If a vampire attempts to mind-control a member of the cell during the scene and the usual resistance roll is Resolve, the appropriate player rolls Resolve +3.
Exceptional Success: As above. In addition, the characters are inspired by the primary actor’s words, and ready to go into battle. Each participant regains one Willpower point.