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1)
Resilient Mind
:
Mental Defense (5 points total)
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0
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2)
Possession Subversion
:
Regain Player Character Agency For 1 Phase, ∀: see SPECIAL ABILITIES; Only Usable If Possessed (-2), 6 Charges (-3/4)
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[6]
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3)
Supernatural Overcharge
:
+1 Melee & +1 Ranged Martial Damage Classes, (∋: see SPECIAL ABILITIES); Only While Affected By A Supernatural Effect (-1/2)
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0
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4)
Unnatural Resistance
:
Resistant Protection (7 PD/7 ED) (∋: see SPECIAL ABILITIES); Only While Affected By A Supernatural Effect (-3/4), Perceivable (Supernatural Senses; -1/4)
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0
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5)
Unnatural Vigor
:
Cannot Be Stunned; Side Effects, Always Occurs when 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)
Holy Water Capsules
:
3 Hex AoE splash, Range Based On STR, Triggers 'Susc. to Holy' Within Affected Area; 5 Charges (-3/4)
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[5]
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6)
Old Faithful
:
Wooden Stakes; 4 clips of 1 Charge (-1 1/4)
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[1]
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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)
Cell Phone
:
Reliable
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9)
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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10)
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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11)
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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12)
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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13)
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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14)
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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15)
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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16)
Murgatroyd's Teleport Tokens
:
(3); ∇: see SPECIAL ABILITIES.
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1)
Ordo Sanguine
:
Contact (Access to major institutions, Favors Owed In Return, Good relationship, Membership Discount, Significant connections), Group Contact (x3) (9 Active Points) 12-
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1)
Armored Van
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