Tactics (2nd Edition)

From Codex of Darkness


Mental Tactics
Name Requirements Primary Actor Pool Secondary Actor Pools Description Book
Identification Occult •• (Primary) Intelligence + Occult vs. Manipulation + Subterfuge + Potency Wits + Investigation (0/3)
Wits + Stealth (0/1)
Wits + Occult (0/3)
Identify if a target is supernatural, becoming Informed. At least one secondary actor must roll Investigation or Stealth. HTV 2e 155
Monster Lore A specific type of monster
Relevant Social Merit •• (Secondary)
Intelligence + Occult Presence or Manipulation + Socialize (0/3)
Resolve + Academics or Investigation or Computer (1/3)
Strength or Presence + Intimidation or Streetwise (0/2)
Learn a single weakness, common power, and piece of information on the origin of a monster type. Primary actor becomes Informed. HTV 2e 156
Profiling Investigation ••, Empathy •• (Primary)
Skill rolled •• (Secondary)
Intelligence + Investigation vs. Wits + Subterfuge or Investigation + Potency Presence or Manipulation + Persuasion (0/2)
Intelligence + Computer (0/2)
Wits + Stealth or Expression(0/1)
Intelligence + Academics or Occult (1/3)
Building on already gathered knowledge, learn a monster's Potency, one mental or social trait rating, human guise and any Anchors and Aspirations. HTV 2e 156
Sweep Wits + Composure vs. Wits + Stealth + Potency Strength + Athletics or Dexterity + Larceny (1/5)
Wits + Investigation or Survival (0/5)
Search a location, finding any traps or ambushers, gaining a bonus to investigating the area if there are none. HTV 2e 157
Physical Tactics
Called Shot Strength + Weaponry or Dexterity + Firearms - target's Defense Manipulation + Persuasion or Subterfuge (1/2)
Strength + Brawl (1/2)
While taking a called shot penalty, the primary actor attacks with +1 weapon modifier and inflicts a tilt and initiative penalty. HTV 2e 157
Capture Dexterity + Survival or Crafts vs. Dexterity or Strength + Athletics or Brawl + Potency Wits + Athletics (1/3)
Strength + Brawl (1/3)
Immobilize a target, penalizing any attempts to break free. HTV 2e 157
Controlled Immolation Stamina + Athletics or Firearms vs. Stamina + Athletics + Potency Wits + Brawl or Weaponry (1/4)
Wits + Survival or Science (1/5)
For every turn the Cell continues to roll and succeed, the target is burning and Blinded, and the fire does not spread elsewhere. HTV 2e 158
Corral Strength or Manipulation + Intimidation vs. Composure + Empathy + Potency Wits + Composure (1/5)
Manipulation + Subterfuge or Survival (1/3)
Herd a target to a specific location. HTV 2e 158
Harvest Occult •• (Any)
Specialty related to the target's type (Any)
Dexterity + Medicine vs. Strength + Athletics or Brawl + Potency Strength + Brawl (1/3)
Intelligence + Occult (1/2)
Extract a sample from the target for every turn of success. If the target's type has been studied before, the Occult roll is not necessary. HTV 2e 159
Lure Occult •• (Any)
Enticing agent
Wits + Composure vs. Wits + Composure + Potency Presence + Persuasion or Subterfuge (1)
Mannipulation + Occult or Streetwise (1/2)
Dexterity + Larceny (0/2)
Lure a target in, Surprising it. HTV 2e 159
Scatter Wits + Composure vs. Wits + Composure + Potency Dexterity + Stealth (1/5)
Presence + Expression or Intimidation (1)
While someone distracts the target, all others escape the scene and the Primary actor becomes Informed on the target. HTV 2e 159
Social Tactics
Adrenaline Rush Presence + Expression Resolve + Occult (0/6)
Resolve + Empathy (0/6)
A Cell becomes immune to losing consciousness from Bashing damage, do not suffer wound penalties, and gain a bonus to resisting fear. At least one secondary action must be taken. HTV 2e 160
Expose Knowledge of the target's identity Wits + Presence or Manipulation vs. Manipulation + Subterfuge + Potency Wits + Investigation or Stealth (1/4)
Wits + Socialize (1/3)
The target is inflicted with the Leveraged or Notoriety Condition as they are blackmailed or publicly exposed. HTV 2e 160
Freeing Mind Target must be supernaturally affected Manipulation + Intimidation or Subterfuge vs. subject's Composure + Resolve + monster's Potency Presence + Persuasion or Empathy (1/2)
Wits + Brawl or Weaponry or Intimidation (0/3, ND)
Break or suppress a monster's power on the target, helping the subject permanently end any suppressed effect. Secondary actors using the Wits based pool prevent any interruptions or complications instead of adding dice to the primary actor's pool. HTV 2e 160
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Activation Damage B/L/A
Special/Other Activation Cost
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation Example ●(○)
●/item, 1L