Page 220 - Hunter - The Vigil
P. 220

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                                                 C CORRAL|CRIPPLE CLAWS|DEPROGRAMMING
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            mary actor); hunters have fought and defeated this particular   The primary actor can swing at the monster’s hand with a
            creature before (+2 to primary actor); hunters know the area  melee weapon or a gun. He makes a normal attack roll, applying
            well (+1 to secondary actors); creature is already wounded  the damage modifier from the weapon and the monster’s Defense

            (-1 to creature’s resistance roll); hunters are visibly wounded  as usual. If the hunter is using Firearms, remember that shooting
            (-2 to applicable hunters); hunters are visibly unarmed (-2 to  into melee carries additional penalties (see p. 162 of the World
            applicable hunters); secondary actor(s) has a lower Initiative  of Darkness Rulebook). No matter what other modifi ers apply,
            than the primary actor (-3 to all participants).   the primary actor suffers a -4 penalty for specifying a target (see
               Roll Results:                                  p. 165 of the World of Darkness Rulebook).
               Dramatic Failure:  The creature isn’t swayed by the   If a secondary actor’s roll fails, he does not get out of the
            hunters’ intimidation attempts and is under no compunction  way of the monster in time. When the monster’s next action

            to flee in the direction in which the hunters try to herd it. In  arrives, it can attack that hunter without applying the hunt-
            fact, it realizes where the “line” is weakest (the hunter with  er’s Defense. This does not affect the primary actor in any way
            the lowest Health, the best way to escape, etc.).   (other than not granting the player extra dice, of course).
               Failure: Either the primary actor’s roll fails, or the mon-  Organizations: While any martial group of hunters can

            ster’s resistance results in more successes. The monster isn’t  benefit from this Tactic, the Loyalists of Thule find that lim-

            frightened by the hunter’s attempts and can act as it sees fi t.   iting a creature’s ability to manipulate its surroundings is a
               Success: The primary actor’s roll has more successes than  superb way to reduce its killing power, but leave it alive for
            the creature’s. The creature is frightened for its survival and  study. Likewise, the Aegis Kai Doru developed this Tactic to

            flees in the direction the hunters wish. If the creature has  put weapons such as swords and spears to best use.
            not taken its action this turn, or has taken an action but not   Potential Modifi ers:  Hunter is especially attractive to
            moved, it can move up to its Speed rating or twice its Speed  the monster, such as a wounded and bloody hunter tempting a
            rating (see p. 164 of the World of Darkness Rulebook) im-  vampire (+2 to secondary actor); monster strikes a secondary

            mediately. Note that this Tactic can thus backfire if the crea-  actor (-2 to primary actor); secondary actor(s) has a lower Ini-
            ture is considerably faster than the hunters!      tiative than the primary actor (-3 to all participants); monster
               Exceptional Success: The primary actor’s roll has more  grapples a secondary actor (-5 to primary actor)
            successes than the creature and is an exceptional success. The   Roll Results:
            creature is terrified of the hunters, and its priority is escape   Dramatic Failure: The primary actor misses and strikes

            and preservation rather than offense. Every turn, the Sto-  one of the other hunters. The primary actor’s player makes a
            ryteller rolls the creature’s Resolve + Composure. If the roll  second attack roll (without applying the dice from the sec-
            fails, the creature can do nothing except move or Dodge.   ondary actors), subtracting the secondary actor’s armor but
               To Purchase: 14 Practical Experience, 11 for the Union,  ignoring Defense. Damage is applied normally.
            9 for Task Force: VALKYRIE.                           Failure: The attack misses, and the creature suffers no
                                                               penalties.
                                        Cripple Claws             Success: The attack hits and the creature takes one point
               Prerequisites: All: Composure 2, Athletics 2, Brawl 1.   of damage per success (type dependent on the weapon used),
            Partial (1): Disarm Merit or Firearms 3 (primary actor).  up to a maximum of three points of damage. In addition, the
               Requires: 2; 4 or more levies a -2 penalty to the primary   creature’s hand is ruined — fingers shattered, severed or blown

            actor, above and beyond the penalty for shooting into combat   off, bones crushed, or nerves and muscle burned or shredded.
            (see below).                                       That hand is severely hampered for combat (-5 to all attack
               Dice Pool: Primary: Strength + Weaponry or Dexterity +   rolls with that hand) and completely useless for fine manipu-

            Firearms. Secondary: Dexterity + Athletics.        lation until all damage from this attack heals.
               Action: Instant.                                   Exceptional Success: If the primary actor used a bladed
               Description: A hunter only has to face a creature with   weapon or a high-caliber fi rearm, the hand is completely sev-
            talons once before he learns to fear the hands of a monster.   ered. The attack infl icts fi ve points of damage.
            Some creatures have literal claws; others can warp flesh or   To Purchase: 15 Practical Experience, 12 for the Loyal-

            cause disease with a touch. Witches and other spell-casters   ists of Thule, 10 for Aegis Kai Doru.
            sometimes rely on hand gestures to make their spells work.
            This Tactic allows the cell to target the hands of a creature,              Deprogramming
            making them useless for attacking or fi ne manipulation.   Prerequisites: All: Intelligence 2, Empathy 1 or a Spe-
               This Tactic requires that the creature’s hands be extended  cialty in Psychology (in either Medicine or Academics). Par-
            enough for the primary actor to take a swing or a shot. The sec-  tial (1): Manipulation 2, Persuasion 1 (primary actor).
            ondary actor(s) therefore act as bait, trying to get the creature to   Requires: 2, maximum of 3 hunters at any one time; see
            reach. The secondary actors move in close, goading the monster  below.
            into attacking, and then move out of reach quickly, affording the   Dice Pool: Primary: Manipulation + Persuasion. Secondary:
            primary actor a clean shot. Of course, combat being the messy  Presence + Empathy (secondary actors).
            situation that it is, the secondary actor might wind up being   Action: Extended and contested.
            clawed or otherwise damaged in the process. That doesn’t pre-  Description: A disturbing number of creatures of the night
            vent the Tactic from working, but it can hinder the effort.   can alter the thoughts and emotions of mortals. Sometimes this
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