Hunter Tactics

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Cost: Hunter cells can learn new Tactics by spending 3 Practical Experiences. If a cell learns a Tactic from another source – research, mentorship, an old journal, or by being part of a group – this cost is reduced to 2 Practical Experiences.

Combat

  • Controlled Immolation
    • All: Composure ••, Stamina ••, Survival •.
    • Primary Actor (1): Firearms ••• or Firearms •• (Flamethrower) or Athletics ••• or Athletics •• (Throwing).
    • Secondary Actors (3): Weaponry ••.
    • A cell uses long weapons to hold a monster in place while one sets the monster on fire. Then, the cell keeps it in place while it burns.
  • Corral
    • All: Intimidation ••, Resolve ••.
    • Any Actor (1): Intimidation ••• or Firearms, Brawl, or Weaponry •••.
    • The cell in combat with a monster drives it into a direction they want it to go, toward a trap or away from witnesses.
  • Cripple Claws
    • All: Composure ••, Athletics ••, Brawl •.
    • Primary Actor (1): Firearms ••• or Weaponry •••.
    • The cell taunt and lure the monster into striking out at them with its claws or touch. Once it does so, one attacks its hand, injuring or crippling it.

Escape

  • Disappear
    • All: Stealth ••, Composure ••.
    • Secondary Actor (1): Expression ••.
    • One hunter acts as a decoy and distraction to allow the rest of their cell to hide.
  • Deprogramming
    • All: Intelligence ••, Empathy • or the Psychology Specialty (Academics or Medicine).
    • Primary Actor (1): Manipulation ••, Persuasion •.
    • The cell works to free those who have been afflicted by mind- or emotion-controlling powers.

Preparation

  • Moral Support
    • All: Resolve ••, Empathy •.
    • Primary Actor (1): Presence or Manipulation •••, Empathy ••.
    • One hunter speaks to their cell, reminding them of their Vigil and granting them heightened resolve to resist mental attacks.