I would be glad if you could help me. At the moment I am storytelling a Mage/Changeling crossover campaign ( 2 changelings, 3 mages) playing in Berlin, Germany. What happened lately is this:
The troupe planned to break into a hotel suite to destroy/banish a goetic spirit they located there, just to find out that the spirit was actually possessing a vampire - a vampire controlling a CEO of a company planning to buy the former airport Tempelhof from the broke city. They booked a room right below the suite and one of the mages opened a portal into the suite. The problem is, they were rather loud after they had opened the portal and before they walked through. So the police was called. It came to a short fight, the troupe almost killed a bodyguard/ghoul but the vampire and CEO managed to escape.
When the troupe tried to escape, they were being filmed from a security camera in the staircase. One of the mages, badly injured, was caught by the police and brought to a hospital. The two changelings and the other mages managed to escape - the problem is, one of the mage's fingerprints and those of a changeling's fetch were in the police database, so they have a tap on three of them.
Now the one caught was boxed out by his lawyer - another mage PC - after being interviewed and threatened by the Verfassungsschutz - the German equivalent of the FBI. They couldn't keep him but tapped him - a tracker in a shoe and a micro in his jacket - without his knowledge. The troupe of course met again and talked A LOT about magic - like opening portals, mind control, walking into the Hedge, spirits, vampires, fae, changelings, mages, ... you get the picture.
Thatfor I guess it would be appropriate to send a Bellerophon unit after them - my name for Task Force Valkyrie. Although I own the HtV Rulebook, I own none of the supplementals, nor know it very good.
Could any of you give me advise on how a typical TFV team should be constructed? If any one of you has a predesigned team, I would be glad, if you could share it with me. Thanks in advance.
Sammi:A typical squad would be designed in one of two ways. Either it would have a specific purpose, and each of the members would work towards that purpose, or it would be more generalist and flexible, with a wider range of skill. For your chronicle, I think it would be appropriate if Bellerophon sent a unit specifically designed to handle sneaky things with weird powers, which both the Lost and the Awakened are, almost universally. Every member of the team should be sharp of mind and trained in espionage/counter-espionage tactics (in game terms, the Deprogramming, Disappear, Identification and Profiling Tactics would all be appropriate). Since Bellerophon has a lot of information about the PCs, it would not be unreasonable for the squad to be equipped with whatever Bellerophon's equivalent of the Witch Buster is, and since they're German, probably some other nifty technology besides.
Majunior:I would also consider how lethal the TFV team is intended to be. Since you're probably not into killing your PCs, I would suggest you also arm them with a lot of more traditional weaponry that's more non-lethal. Flashbangs, gas grenades, tranquelizer darts, rubber bullets/beanbag loads for standard pistols, rifles, and shotguns, that type of stuff.
Majunior:I might also suggest The Bleeder. One of the supplements has a weapon, the Screamer Pistol, that generates a pitch that disrupts higher brain function which obviously makes it hard to cast spells. The Bleeder from the main Hunter book imposes penalties due to malaise, which mechanically would be a sufficient to explain as being disoriented and thus suffering action penalties. It lists a maximum penalty of -5, so just explain it as a large pistol that generates this horribly high-pitched frequency the Mages can barely hear, but it makes them woozy and they can't seem to concentrate.
Majunior:There are some merits in supplements that would work well. Hmm.... what else then, based on the core Hunter book... Oh! Just to change things up, you could potentially have one of your TFV members be from another group, along for the ride. Whether they are part of both groups, or are just loosely affiliated with TFV, or even just "going with their buddy to help out," tossing in a member of another group brings a lot more options to the table. Then you have Castigations, Relics, Potions, or whatnot to play with, and you can balance out your approach so it's not strictly a "coolest gear" method. Hope that helps.
Schattensturm:Thanks, I especially like the Deprogramming and Disappear tactics. Identification is probably not so fitting, as it is a team called after the PCs have clearly been identified as supernaturals. Still it was a big help.
Sammi:Identification could help pinpoint PCs who are trying to change their faces, but not doing a great job. Anyway, it fits into the skill paradigm that I imagine the team you want would have, and you don't have to tailor everything to the PCs.