Page 216 - Hunter - The Vigil
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                                               M MODIFYING TACTICS|DESIGNING TACTICS
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            role of primary actor, which means he must have Strength 2,   If the cell already knows a Tactic and just wants to fi ddle
            Brawl 1 and Weaponry 2.                           with it a bit, it has to spend the time to train with the new
               The teacher gathers the cell (four hunters) together and  version (Tactics, as you might have noticed, only work with
            explains the principle behind the Tactic, what to watch out for  practice, practice and more practice), but the rolls to con-
            when using it, what kinds of weapons work best, and some rudi-  ceptualize and practice it don’t apply. However, each player
            mentary grappling techniques. The Storyteller rolls the teacher’s  must roll Intelligence + [highest Skill used in the Tactic] to


            Intelligence + Expression and succeeds, while each player rolls  let these modifications “sink in.” If this roll fails, the first time
            Wits + Composure for his character. Three of the four hunters  the Tactic is used in the field, the player suffers a -3 modifier


            gain two successes each, but the fourth has a hard time grasping  to his character’s roll for the Tactic, as the hunter starts to

            how the Tactic will look in the field (meaning, he failed the roll)  perform his role for the old Tactic and then rights himself.
               The characters then meet in an abandoned warehouse and,  Additionally, the cell must expend Practical Experience equal
            using mannequins to simulate the targets, practice the Tactic for  to one third of the Tactic’s original cost as appropriate for that
            several days. The three hunters who succeeded subtract two from  cell, rounding down. So, an Aegis Kai Doru cell that modifies

            the total Practical Experience cost for Dentistry, 14, which gives  Cripple Claws into Sever Hand would need to spend three
            them 12, the total number of hours these three must practice the  Practical Experience to represent its new version of the Tactic
            Tactic. The fourth, however, failed, and must spend a full 14 hours  (since that Tactic would cost 10 Practical Experience). If a
            of practice. Each player rolls Stamina + Resolve for the character  Loyalists of Thule cell did the same thing, it would require
            to lock down the Tactic in his muscle memory; the player who  four Practical Experience.
            failed the learning roll suffers a -2 on this roll, but succeeds none-
            theless. One hunter fails to succeed, however, and another must       Designing Tactics
            attend to family matters and cannot put in the requisite hours   The players will, of course, want to design new Tactics
            before the Tactic’s fi rst use.                    for their cells, and this is to be encouraged. The following

               When the cell finally goes to enact the Tactic, these two   section presents some thoughts on how to design a Tactic that
            hunters suffer a -3 to any rolls necessary to perform Dentistry.   is effective enough to be useful and highlights the themes of
            Thankfully, the Tactic is still successful, meaning these two won’t   Hunter: The Vigil.
            suffer that penalty when next they enact this particular Tactic.  When designing a Tactic, consider the following questions:
               Later in the chronicle, one of the characters from the Null   • What is the effect of the Tactic? How do you envision
            Mysteriis cell meets up with an unaffiliated (tier-one) cell of hunt-  the Tactic working? What does the Tactic really do —

            ers. The character doesn’t have all the prerequisites for Dentistry   does it blind an opponent? Make the opponent unable
            and thus can’t act as the teacher, but he can help these green hunt-  to call for help? Protect the cell from a specific kind of

            ers figure it out for themselves. He spends a few hours describing   attack?

            it to the tier-one cell and then leaves them to their own devices.
                                                                • What traits are required to make the Tactic work?
            The tier-one hunters (a cell of five) sit down and figure out the


                                                                Most Tactics have at least four dots of prerequisite traits.
            logistics of the Dentistry Tactic: they need at least one member
                                                                Usually, a Tactic requires at least one Attribute at two
            who can be primary actor (Strength 2, Brawl 1, Weaponry 2) in
                                                                dots. Characters who are deficient in that Attribute can’t

            order to puzzle it out, and all the other members need to possess
                                                                meaningfully contribute to the Tactic. Also, some degree
            Strength 2, Weaponry 1 and Brawl 2 or Brawl 1 with a Grappling
                                                                of Skill is normally required, even if that Skill isn’t tested
            Specialty to actually use the Tactic (though not to learn it). The
                                                                during the Tactic. Athletics is a common Skill prerequi-
            teamwork conceptualization roll (Intelligence + Brawl) succeeds
                                                                site, as a small amount of prowess in this area indicates
            with four successes, and so the hunters meet to practice it, each
                                                                that a character has some sense of body positioning and
            for 10 hours total (14 minus the four successes gained).
                                                                balance — often necessary when carrying out Tactics.
               The practice rolls (Stamina + Resolve) all succeed this time,
            and the characters all put in the time at varying points. They can   • What kind of action does the Tactic require? Most

            now take this Tactic to the field with no penalties for any of the   Tactics are instant actions, and many are contested. If the
            hunter participants.                                action is contested, what will the Storyteller roll in op-
                                                                position? If not, what checks are in place to ensure the
                                   Modifying Tactics            creature has some chance of escaping the Tactic (these
               What if a cell already knows the Cripple Claws Tactic,   can be represented by negative modifiers, such as those for

            and wants to use the same principles to sever, rather than   specifying targets in Cripple Claws and Staking)? Tactics
            smash, an enemy’s hand? Likewise, it wouldn’t be hard to use   can theoretically be reflexive actions, but refl exive Tac-

            the strategies at work in Staking to get a rag soaked in chlo-  tics should be restricted to actions that don’t affect mon-
            roform over a creature’s mouth (it might actually be easier).   sters and don’t require much movement or activity from
               If the cell doesn’t know the Tactic and is just creating a   the hunters. Remember, a reflexive action still allows the


            modified version of an existing one from scratch, the normal   character to take another instant action during the turn,
            systems for creating a Tactic apply. The players and the Story-  so quite apart from the question of how much someone
            teller need to decide on the appropriate rolls, systems, results   can really accomplish in three seconds, adding refl exive
            and so on for the Tactic, just as if it were a wholly new one.   actions can bog the game down with die rolls.
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