Mental Tactics | |||||
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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 | |
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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 |