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.
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.