Corral: (Dice Pool: Strength or Presence + Intimidation. (Secondary). Action: Instant and contested; target rolls Resolve + Composure reflexively. H: tV pgs. 218 - 219) This Tactic allows the hunters to frighten a monster into running, and direct its retreat in a direction advantageous to the cell; if their roll succeeds and the monster hasn’t acted yet in the turn, it may flee up to its Speed rating, or twice its Speed as normal.
Disappear: (Dice Pool: Dexterity + Stealth (Primary). Action: Instant and contested; opponent rolls Wits + Composure (resistance is reflexive. H:tV pgs. 221 – 222. Note: this Tactic reverses the usual teamwork rules a bit, insofar as it has several “primary” actors who receive support from one, lone secondary actor.) Sometimes plans go badly and hunters have to disappear. One (or more) of the cell accepts a terrible risk and takes on the role of the decoy. This hunter (the secondary actor) distracts the monster’s attention while the others retreat and hide. Successes on the secondary’s roll are added to the dice pool of all the primary actors, and the results are compared to the monster’s Wits + Composure roll. Assuming the primary actors’ rolls beat the monster’s, the secondary actor is the only hunter the monster can see. If Josh rolls an exceptional success and there is at least one other primary actor involved, the secondary actor may make a reflexive Wits + Stealth roll. If this roll succeeds, the monster loses the secondary actor.
Exorcism: (Dice Pool: Stamina + Expression (Secondary). Action: Extended and contested. H: tV pgs. 222 - 223) The hunters attempt to exorcise an entity possessing a person; this entity may be a ghost, spirit, demon, or some other being. The possessed human must be immobile (and any hunters holding down the target cannot participate in the Tactic); the entity possessing the target rolls Power + Resistance, or whatever the activation roll is for the possession ability. Successes from William’s rolls are compared to the entity’s successes for each roll. The party with the fewest successes in each roll loses 1 Willpower, or 2 on an exceptional success. When one side or the other is reduced to 0 Willpower, the contest is over.
Identification: (Dice Pool: Intelligence + Empathy or Occult (Primary) or Wits + Investigation (Secondary). Action: Instant. H:tV pgs. 224 – 225) This Tactic allows a cell to identify a supernatural being from a normal human. It doesn’t allow the cell to discern what kind of supernatural being the target is (though it probably gives them a direction for further research), only that the target isn’t quite normal. The secondary actors make observations about the target, noting body language, behaviors, tics and habits. They report these to the primary actor, who makes a summary judgment about the target, supernatural or not. Each secondary actor can make one roll per dot of Investigation in a day, at a rate of one roll per scene, but can only “keep” one of these rolls for purposes of reporting to the primary actor (probably the one with the most successes). If the primary actor’s roll succeeds, he correctly identifies whether the target is a supernatural being. On an exceptional success, if the target is a supernatural being the cell receives a +1 bonus on the first Tactic it uses on the target or on the first Research action it takes on the target. Josh can function as a primary or secondary actor for this Tactic.
Moral Support: (Dice Pool: Manipulation or Presence + Empathy (Primary), Action: Instant, H:tV pg. 226) The hunters psyche themselves up and then Josh says some inspirational words to mentally fortify them. Successes from the secondary actors are added to Josh’s dice pool and any successes he scores are added to every hunter’s Resistance traits when resisting mental or emotional supernatural attacks for the next scene. (Important Note: Due to staggering dice pools that made this Tactic frankly ridonkulous, we have modified it so that successes are spread out to include thr non-hunters in the cell.)