Hunter Tactics
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Jump to navigationJump to searchCost: 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.
Preparation
- Identification
- All: Wits ••, Occult •, Empathy •, Investigation •
- Primary or Secondary (1): Empathy •••
- Primary or Secondary (1): Occult ••• or Occult •• (Type of Monster)
- The cell works to identify those people who simply don't register as normal humans in some way.
- Measurements
- All: Wits ••, Science ••
- Primary or Secondary (1): Academics •• or Computer ••
- Primary or Secondary (1): Science •••
- A cell observes the activities of a supernatural creature in order to figure the creature's capabilities.
- 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.
- Profiling
- All: Intelligence ••, Stealth •, Investigation •
- Primary (1): Academics •••
- Secondary (1): Investigation ••
- Secondary (1): Computer ••
- The cell works to understand how the monster engages with human society, including discovering its origins as a human (if it has any).
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.
- Dentistry
- All: Strength ••, Brawl •, Weaponry •.
- Primary (1): Weaponry ••.
- Secondary (1+): Brawl •• or Brawl • (Grappling).
- The cell holds a creature down and knocks its fangs out.
- Hamstring
- All: Dexterity ••, Athletics ••, Brawl •
- Primary (1): Strength •••, Weaponry •••
- A cell inhibits the ability of a monster to either flee or give chase.
- Harvest
- All: Intelligence ••, Composure ••, Occult ••.
- Primary (1): Medicine ••
- Secondary (1): Occult •••• or Occult ••• (Type of Monster)
- The cell holds the monster still, while one of their number acts on the advice of another to extract and store safely some part of the monster's body, as a trophy or material.
- Net
- All: Wits ••, Athletics ••, Brawl •
- Primary (1): Survival ••• or Survival •• (Knots)
- Secondary (1): Athletics ••• or Athletics •• (Throwing, Roping, or Knots)
- The cell works together to bind and shackle the monster instead of injuring it.
- Staking
- All: Strength ••, Brawl ••
- Primary (1): Strength •••, Weaponry ••
- Secondary (1): Medicine •
Liberation
- 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.
- Exorcism
- All: Resolve ••, Composure ••, Occult ••
- Primary (1): Integrity 7+, Occult ••• or Occult •• (Possession or Religion)
- The cell works together to perform an exorcism of a spirit.