Page 211 - Hunter - The Vigil
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C CHAPTER FOUR: SPECIAL RULES AND SYSTEMS
H
een use
b
never
h
“in t
d
actic
e T
h
d
a
h
e fi
a
h
t
+1 if the Tactic had never been used “in the field” (that based on their direct observation (inferences can be accept-
+1 if t
t
e
(
”
ld
ainst a real monster) before.
s,
ag
i is, against a real monster) before. able, though, of course, hunters need to be wary of relying
on them) during that confrontation. The information also
+1 if the cell saved the life of at least one person during
the scene, not counting other hunters. needs to be new. Once the cell has learned that vampires are
weaker if they haven’t fed for a long period of time, it can’t
+1 if the hunters drove the creature off.
+1 if the hunters drove the creature off. get Practical Experience for that piece of information again.
+2 if the hunters immobilized or captured the creature. As such, it’s important for someone, either the Storyteller or
a player, to keep a log of brief statements enumerating what
+2 if the hunters used a creative new approach or strat-
+2 if the hunters used a creative new approach or strat-
the cell has learned. Doing so has several benefits, beyond the
egy with success.
egy with success.
immediate one of keeping straight what the cell has gained
+3 if the hunters killed/destroyed the monster, or Practical Experience for learning. The players can use this list
permanently rendered the creature harmless (for ex- to figure out where the gaps in the cell’s knowledge lie, and
ample, giving a slasher a lobotomy that “rewires” his the Storyteller can use the list to avoid repetition.
urge to kill, or truly redeeming a monster by forcing/ The Storyteller can accept a maximum of one suggestion
helping it to become human). per player for this portion of the Practical Experience pool.
-1 if any bystanders (that is, neither monster nor hunt-
-1 if any bystanders (that is, neither monster nor hunt- When all of the suggestions are in, the Storyteller totals the
ers) came to harm.
ers) came to harm. points and reveals the total to the players.
-1 for any instance of the group working against itself — Keep It, Bank It
friendly fire, one-upmanship, etc. (Storyteller’s discretion). The players can divide the points in any way they see fi t.
1 if an
-
or
member of the cell fell victim to a mind-
-1 if any member of the cell fell victim to a mind- or Practical Experience can be placed in a “bank” for later use in
y
motion-in
.
wer
fl
uence
e
po
emotion-infl uence power. buying Tactics, or can be given to individual characters. If it is
banked, however, it cannot be used for increasing character’s traits
-1 if any member of the cell put anyone else (hunter or or regaining Willpower, unless all the players agree to “withdraw”
otherwise) in direct danger.
the points. Practical Experience belongs to the troupe, not to any
e
1 if t
l
actic
to
erform a T
p
attem
d
p
h
b
e ce
te
- -1 if the cell attempted but failed to perform a Tactic. . one player. This applies to new characters who might come to
d
ll
ut fai
-2 if any bystanders were killed (not cumulative with the join the cell: upon joining, they have access to the group’s Practi-
“coming to harm” penalty, above). cal Experience, but only if all parties agree to make it available.
Otherwise, it stays “banked” for the cell’s group use.
if a retreat was
- -2 if the hunters were forced to flee (if a retreat was part
h
pa
e
2 if t
rt
h
(
ee
d
to
fl
unters were force
f t
.
ng
)
, t
y
p
e
eg
inni
e
h
of the plan from the beginning, this doesn’t apply). Spending
l
b
l
an from t
t a
o
h
is
d
oesn’
pp
h
-2 for every derangement gained or provoked (meaning Practical Experience
the player failed the character’s roll to resist a derange- Practical Experience can be spent in one of three ways.
ment during that scene). • A player can spend a point to regain Willpower. See p. 66
r
u
n
te
-3
r kill
o
f
-3 for each hunter killed. for more details.
ed
.
eac
h h
• A player can spend Practical Experience to increase Skills
Add It Up and Merits (including Endowments), but not Attributes.
Once the Storyteller has added up all the modifiers, he • A troupe can spend Practical Experience to purchase Tac-
asks the players what their characters have learned about tics for a cell, or to train a new member to use existing
monsters during this encounter. This information needs to be
Tactics.
Example: A cell of four hunt-
ALL ABOUT TIMING ers tracks down a vampire’s blood-
addicted servant. As far as the
You may feel that ending a tense tactical scene hunters know, this wretched being
with an out-of-game discussion about Practical is weak and sickly, diseased from
Experience interrupts the fl ow of the narrative. years of supping on nothing but the
If that’s the case, go ahead and either discuss blood of the undead. They corner
it at the end of the session instead of the middle him in an alley, hoping to squeeze
of it, perhaps even relegating it to a discussion him for information…but they get
over email later that week. more than they anticipated.
If you go this route, though, both Storyteller and The servant attacks when he
players should still endeavor to take some quick can’t escape and wrestles with one of
notes immediately following the tense scenario to the hunters. The hunter tries to break
help jog the memory at the end of the chapter or free of the grapple, but wrenches his
before the next one. shoulder in the attempt (the player
rolled a dramatic failure). The other
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