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1)
Bullet-resistent Trenchcoat
:
Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4), Torso, Arms, Legs (-1/4)
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0
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2)
Mental Discipline
:
Mental Defense (5 points total)
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0
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1)
Unnatural Vigor
:
Cannot Be Stunned; Side Effects, Side Effect occurs automatically whenever Power is used (Suffers -D3 BODY Instead; -1)
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0
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1)
Elixir Recipes
:
Health, Enhanced Awareness, Vampire Repellant
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2)
Alchemical Bomb Recipes
:
Glue, Smoke
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3)
Unguent Recipes
:
Unburning, Virtue
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1)
Desert Eagle .50
:
Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 4 clips of 8 Charges (-0)
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[8]
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2)
Hi-Power Pistol Sights
:
+2 versus Range Modifier for Sight Group; OAF (Pistol Sights; -1)
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0
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3)
Tactical Xenon Flashlight Attachment
:
(Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
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4)
Holycrap Rounds .50
:
Blessed Bullets; 4 clips of 8 Charges (-0)
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[8]
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5)
Holycrap Rounds .50
:
Blessed Bullets; 4 clips of 8 Charges (-0)
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[8]
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6)
Holy Water Capsules
:
3 Hex AoE splash, Range Based On Strength, Triggers Susceptible to Holy Within Affected Area; 5 Charges (-3/4)
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[5]
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7)
Old Faithful
:
Wooden Stakes; 4 clips of 1 Charge (-1 1/4)
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[1]
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8)
Old Faithful
:
Wooden Stakes; 4 clips of 1 Charge (-1 1/4)
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[1]
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9)
Cell Phone
:
Reliable
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10)
Elixir of Health
:
Healing Simplified 5d6, Can Heal Limbs (55 Active Points); 6 Charges which Never Recover (-2 3/4), Extra Time (Full Phase, -1/2), Restrainable (Only to Activate; -1/4)
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[6 nr]
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11)
Elixir of Enhanced Awareness
:
Supernatural Awareness and +1 PER and Night Vision (18 Active Points); 6 Continuing Charges lasting 1 Night each which Never Recover (-1), Restrainable (Only to Activate; -1/2)
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[6 cc]
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12)
Elixir of Vampire Repellent
:
Vampirism Immunity and +15 PRE vs Vampires and trigger Vampiric Susceptibility vs Garlic (18 Active Points); 3 Continuing Charges lasting 1 Night each which Never Recover (-1 1/2), Restrainable (Only to Activate; -1/2)
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[3 cc]
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13)
Unguent of Virtue
:
Does Not Bleed & No Hit Locations (25 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Restrainable (Only to Activate; -1/2)
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[4 cc]
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14)
Unguent of Unburning
:
Resistant Protection (10 ED/5 Flash Defense: Sight Group), Impenetrable (+1/4) (30 Active Points); 3 Continuing Charges lasting 1 Hour each which Never Recover (-1 3/4), Restrainable (Only to activate; -1/4)
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[3 cc]
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15)
Alchemical Smoke Bomb
:
Change Environment (-4 to Sight Group PER Rolls, Long-Lasting 5 Minutes), Personal Immunity (+1/4), Area Of Effect (32m Radius Explosion; +1/2) (31 Active Points); 2 Charges which Never Recover (-3 1/2), Can Be Deflected (-1/4), Range Based On Strength (-1/4), Restrainable (Only to Activate; -1/4)
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[2 nr]
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16)
Alchemical Glue Bomb
:
Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius; +1/2) (60 Active Points); 3 Charges which Never Recover (-3 1/4), Can Be Deflected (-1/4), Restrainable (Only to Activate; -1/4), Range Based On Strength (-1/4)
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[3 nr]
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1)
Ordo Sanguine
:
Contact (Contact has access to major institutions, Contact has significant Contacts of their own, Contact has useful Skills or resources, Favors Owed In Return, Good relationship with Contact, Membership Discount), Group Contact (x3) (9 Active Points) 12-
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1)
Armored Van
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