Page 218 - Hunter - The Vigil
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T TACTIC COMPLICATIONS|TACTICS DESCRIPTION
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Remember that the hunters can bypass the hours neces-
sary to practice, but in doing so all accept a -3 penalty to the
Tactic’s use, and this penalty remains until they successfully
perform the Tactic at least once.
Tactics Descriptions
Below are 15 sample Tactics that hunter cells can pur-
chase with Practical Experience. The format for these Tactics
is as follows:
Tactic Name: This name is a placeholder, a descriptive
term to make it easier for the players to identify what a given
Tactic does. Cells of hunters often come up with different
titles for their Tactics, so that in the thick of battle, someone
can yell a code phrase and start a Tactic without telegraphing
any intent to the opponent.
Prerequisites: Any prerequisites that participants must
have, arranged thusly: All: All participants in the Tactic must
have these traits. Partial (X): At least (X) hunters involved
in the Tactic must have these traits. If a hunter must have a
given set of traits to be the primary actor, this is indicated.
Note that not all traits required for a Tactic are necessarily
part of its dice pool.
Requires: The number of hunters required to perform this
tactic. Having extra hunters can bestow a bonus for some Tactics,
but for others, having too many participants can actually be a hin-
drance, levying penalties.
Dice Pool: The dice pool(s) associated with the Tactic,
arranged thusly: Primary: The dice pool for the primary actor.
Secondary: The dice pool(s) for the secondary actors.
Action: The type of action the Tactic requires. Most are
instant and contested.
Description: A look at the Tactic in action, how much
setup it requires, and what the hunters actually do in order to
pull it off.
Organizations: An explanation for why a particular or-
ganization favors this Tactic. This results in a cheaper cost to
purchase the Tactic, noted below.
Potential Modifi ers: Situations that might alter the dice
pool for the Tactic. This section notes which of the partici-
pants the modifi er affects; some only affect the primary actor,
while others affect all hunters involved.
Roll Results: The effects of dramatic failure, failure, suc-
cess and exceptional success as they relate to the primary ac-
tor’s roll only.
TACTICAL FATIGUE
A cell can only perform one
Tactic per day without restriction.
Performing another Tactic in the same
12-hour period incurs a -3 penalty
to all those who participated in
the fi rst Tactic. This penalty can
be obviated by the expenditure of
Willpower, of course.
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