Tactics


Conceptualization Roll: Intelligence + the highest Skill required for the Tactic. This roll can be made by one character or as a teamwork action.
In any event, regardless of whether this roll succeeds or fails, the cell progresses on to the next stage.
Take the number of successes from the conceptualization roll and subtract them from the Practical Experience cost of the Tactic.
The resultant number is how many hours each individual hunter must spend practicing the Tactic.
The players must each roll Stamina + Resolve (the practice roll) before practice begins.
If the conceptualization roll failed, the character must not only practice the full amount of time, but also suffers -3 dice on the practice roll.
Success on the practice roll indicates that the character weathers the mental and physical rigors of tireless practice (even if the practice is gained in hourly drips and drabs).
Failure or an inability to complete the necessary hours for training hinders the hunter’s understanding and application of the Tactic, as noted below.
Spending the Practical Experience, and then… the field test
Those hunters who either failed the practice roll or could not commit the requisite number of hours to practice suffer a -3 to any Tactic-based rolls during the enactment of the Tactic. This penalty remains for all uses of the Tactic until the cell succeeds on the Tactic at least once.
Once the cell properly performs the Tactic, that penalty ends for the hunter (as the character finally “gets it”).
Note: None of the rolls involved with creating Tactics can benefit from risked Willpower (p. 65) or the Professional Training Merit (p. 67).

Tactics

More Human Than Human RobJustice