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'''RITUAL OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform an Exprcism Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). As with other Rituals this is a Dramatic Task (SWADE pg. 122). A basic task is a '''''Chanelling Test''''' (requiring 4 tokens in 3 'rounds). Each round is 10 minutes long and requires an ''Occultism'' or ''Faith'' skill checks (using the Faith skill adds +2 to the caster's checks). There can be penalties to these tasks depending on how strong the spirit is. Complications can cause the spirit to attempt to possesse the exorcist with the caster of the ritual suffering an additional -2. The ritual requires Prayer Beads or Holy Symbols and other components (as from a Ritual Deployment Kit). Wt. 1lb.</br>
 
'''RITUAL OF EXORCISM (SMALL)''': CL 2, RP 4 points. This is a small book of religious texts that allows a agent to perform an Exprcism Ritual that can expel a ghost, spirit, demon or other entity that is possession a unwilling victim or item (or even cursed or unholy sites). As with other Rituals this is a Dramatic Task (SWADE pg. 122). A basic task is a '''''Chanelling Test''''' (requiring 4 tokens in 3 'rounds). Each round is 10 minutes long and requires an ''Occultism'' or ''Faith'' skill checks (using the Faith skill adds +2 to the caster's checks). There can be penalties to these tasks depending on how strong the spirit is. Complications can cause the spirit to attempt to possesse the exorcist with the caster of the ritual suffering an additional -2. The ritual requires Prayer Beads or Holy Symbols and other components (as from a Ritual Deployment Kit). Wt. 1lb.</br>
 
'''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 2, RP 6 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. This kit carries common ritual components required to preform such a task (see Rituals under House Rules). Wt. 5lbs.</br>
 
'''RITUAL DEPLPYMENT KIT (MEDIUM)''': CL 2, RP 6 points. This is a case full of chalk, candles, matches, aradia and cernunnos charms, a chalice, various herbs, a few grams of Censer and incense, etc. This kit carries common ritual components required to preform such a task (see Rituals under House Rules). Wt. 5lbs.</br>
'''SPIRIT BOARD (MEDIUM)''': CL 1, RP 4 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual with an ''Occultism'' check and waiting for the spirit to respond. Success means the spirit will respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to 1d4+2 questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br>  
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'''SPIRIT BOARD (MEDIUM)''': CL 1, RP 4 points. A spirit board allows a non-psychic to communicate with spirits that are not manifest by spending 10 minutes Ritual and waiting for the
'''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual with a ''Occultism''. Success allows the Agents can ask 1d4 questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs.
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spirit to respond. The spirit can respond either yes or no, or spell out the answer using up to five words for one question. The spirit can answer up to five questions. Generally requires at least a full 24 hours for the board to 'rest' before it can communicate with spirits again in this way. Wt. 4lbs.</br>  
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'''TAROT CARDS (SMALL)''': CL 1, RP 3 points. The user can read the cards as part of a hour long ritual. Agents can ask three questions, and the GM can answer with yes, no, doom, insight, or unclear. If the answer is doom, the proposed course of action or line of investigation will be dangerous or problematic for the agents. A Spirits check will lead to a positive resolution. Each additional question asked invites Doom. It requires at least a week of 'rest' for the cards to be used again safely. Wt. 0.5lbs.
  
 
====Specialist Technical Kits====
 
====Specialist Technical Kits====
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'''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br>
 
'''RIFLE SCOPE (SMALL)''': CL 2, RP 3 points each. As SWADE pg. 68. Wt. 4lbs.</br>
 
'''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br>
 
'''EXTENDED MAGAZINE (SMALL or MEDIUM)''': CL 2, RP 2 points per magazine. Longer magazines or a drum keep you in the fight. For any non-revolver or interanal mag (like pump shotguns) firearm can be requested. Pistols gain 7 addition ammunition shots, for SMG and Assault riles gain and additional 15 shots. The Tompson SMG can fit a 50 round drum for 3RP, a size of MEDIUM and 4lbs. Wt. 1lb. per full pistol clip and 2+lbs for rifles.</br>
'''SPEED LOADER (TINY or SMALL for S&W Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the S&W Hand Cannon) </br>
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'''SPEED LOADER (TINY or SMALL for Zinco Hand Cannon)''': CL 2, RP 2 points per speed loader. For any revolver firearm. Allows full reload of weapon as a Clip Magazine. Speed loaders must be reloaded between uses. Wt. 1lb. per full speed-loader (2lbs for each of the Zinco Hand Cannon) </br>
 
'''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb.
 
'''SILENCER (SMALL)''': CL 3, RP 2 points per weapon. Reduces the noise of a firearm so that only creatures in the immediate area can hear it fire. Requires a ''Hearing'' Notice check at -4. Not available for revolvers, shotguns or machine guns (or flamethrowers). Wt. 1lb.
  
 
Ammo Requests</br>
 
Ammo Requests</br>
'''ARMOUR PIERCING ROUNDS''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br>
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'''ARMOUR PIERCING AMMO''': CL 2, RP 2 points per magazine. A Tungsten core that penetrates armour. Firearms using Armor piercing rounds increase the AP of the firearm by 2 but also deal -2 to damage.</br>
'''FULL METAL JACKET ROUNDS''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br>
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'''FULL METAL JACKET''': Standard Equipment Ammo, RP 1 point for every 2 additional magazines.</br>
'''INCENDIARY ROUNDS''': CL 3, RP 5 points per magazine. Deal an additional +1d4 fire damage to the target. </br>
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'''INCENDIARY AMMO''': CL 3, RP 3 points per magazine. Deal an additional +1d4 fire damage to the target. </br>
'''RUBBER ROUNDS''': CL 1, RP 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br>
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'''RUBBER ROUNDS''': CL 1, 1 point per magazine. Deal half damage against targets but they must also make a Vigor check (-2 if you got a raise to hit them) or be Distracted and Vulnerable for one round. Also will not Bleed Out (see SWADE pg.)</br>
'''SILVER ROUNDS''': CL 3, RP 3 points per magazine.  Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0.  
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'''SILVER''': CL 3, RP 2 points per magazine.  Though a poor metal for a projectile, the Bureau have found them effective against many creatures. The firearms AP drops to 0.  
  
 
Additional Ammo types for the S&W HAND CANNON</br>
 
Additional Ammo types for the S&W HAND CANNON</br>
'''ACID ROUNDS''': CL 3, RP 5 per five rounds.</br>
 
'''EXPLODING ROUNDS''': CL 3, RP 5 per five rounds.</br>
 
'''HOLY ROUNDS''': CL 1, RP 2 per five rounds.</br>
 
  
 
====Explosives====
 
====Explosives====
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Instead of listed out a huge shopping list of items for the Agents to pick from I am going to provide a few examples. On certian mission the agency might suggest a few others or the players can come up with there crazy ideas. Note that I am going to use some (many) of the ideas found in the Savage Pathfinders and Fantasy Companion lists of Magical Items along with the SPC lists of "Itens of Power" for idea and the players can ask for many of these specifically. Not saying I will grant them even access to such but keep them in mind.
 
Instead of listed out a huge shopping list of items for the Agents to pick from I am going to provide a few examples. On certian mission the agency might suggest a few others or the players can come up with there crazy ideas. Note that I am going to use some (many) of the ideas found in the Savage Pathfinders and Fantasy Companion lists of Magical Items along with the SPC lists of "Itens of Power" for idea and the players can ask for many of these specifically. Not saying I will grant them even access to such but keep them in mind.
  
'''ANKH (SMALL)''': CL 1, RP 4 points. Dating back to the First Dynasty, the Research Department is unsure of the ankh's original function. Those available for use are from the Old Kingdom and are infused with the power of life. While carrying one on your person the first time a character is Incapacitated by Wounds (see SWADE pg. 95) treat her Vigor test as gaining a Raise automatically without need to a check. The Ankh must be returned to the Research Department for 'rechanging' before it can be used in this way again. Wt. 1lb.</br>
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'''ANKH (SMALL)''': CL 1, RP 4 points. Dating back to the First Dynasty, the Research Department is unsure of the ankh's original function. Those available for use are from the Old Kingdom and are infused with the power of life. While carrying one on your person the first time a character is Incapacitated by Wounds (see SWADE pg. 95) treat her Vigor test as gaining a Raise automatically without need to a check. The Ankh must be returned to the Research Department for 'rechanging' before it can be used in this way again.</br>
 
'''BLESSED or MAGICAL WEAPON (Size Varies by weapon)''': CL 2, RP 8 points. Ancient weapons include all manner of swords, spears, daggers, knives, and axes from historic lost cultures. A few can be requisitioned, but agents could also run across one of these blades in the field. These weapons at their base grant a +1 ''Fighting'' checks and deal +2 damage that either counts as Radiant/Holy damage or Arcane/Magical damage. This can matter against certain supernatural's banes. </br>  
 
'''BLESSED or MAGICAL WEAPON (Size Varies by weapon)''': CL 2, RP 8 points. Ancient weapons include all manner of swords, spears, daggers, knives, and axes from historic lost cultures. A few can be requisitioned, but agents could also run across one of these blades in the field. These weapons at their base grant a +1 ''Fighting'' checks and deal +2 damage that either counts as Radiant/Holy damage or Arcane/Magical damage. This can matter against certain supernatural's banes. </br>  
'''LUCKY CHARMS (SMALL)''': CL 1, RP 4 points. Many agent carry lucky charms but to be granted one of these relics has real effects (beyond what a individual might believe). Carrying one on your person grants the character one addition Benny for this mission. Wt. 0.5lbs.</br>
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'''LUCKY CHARMS (SMALL)''': CL 1, RP 4 points. Many agent carry lucky charms but to be granted one of these relics has real effects (beyond what a individual might believe). Carrying one on your person grants the character one addition Benny for this mission.</br>
'''MYSTIC SIGIL (SMALL)''': CL 2, RP 8 points.  The B.P.R.D. has an entire selection of mystic sigils in a variety of portable articles from necklaces to notebook covers. When carried on one's person these allow the character to re-roll any one trait, ability or skill check so long as the test was not a Critical Failure. They must however accept the new roll. After they have used this ability it requires a hour of 'rest' before the sigil can be used again. You could also break the sigil as part of a successful melee attack (armed or unarmed). This destroys the sigil but the creature you attacked deals an addition +2d6 Radiant or Holy damage to the target in addition to the best attacks damage. Wt. 0.5lbs.</br>
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'''MYSTIC SIGIL (SMALL)''': CL 2, RP 8 points.  The B.P.R.D. has an entire selection of mystic sigils in a variety of portable articles from necklaces to notebook covers. When carried on one's person these allow the character to re-roll any one trait, ability or skill check so long as the test was not a Critical Failure. They must however accept the new roll. After they have used this ability it requires a hour of 'rest' before the sigil can be used again. You could also break the sigil as part of a successful melee attack (armed or unarmed). This destroys the sigil but the creature you attacked deals an addition +2d6 Radiant or Holy damage to the target in addition to the best attacks damage.</br>
'''SCHUFFTEIN GLASSES (MEDIUM)''': CL 1, RP 8 points. Created by Emil Schufftein in 1878, three pairs of these glasses have been recovered so far. Though bulky with a leather harness, the glasses use four crystal dioptres to penetrate through glamour and magic illusions. While wearing these google like glasses you can ignore or see through the following powers to see a creatures "true" form and see Ghosts - Chameleon, Illusion and Invisibility. However wearing them for too long can be disorienting. After one minute (10 rounds) of use the wearing is Distracted and Vulnerable. Removing them removes these condition after one hour or rest. Wt. 4lbs.</br>
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'''SCHUFFTEIN GLASSES (MEDIUM)''': CL 1, RP 8 points. Created by Emil Schufftein in 1878, three pairs of these glasses have been recovered so far. Though bulky with a leather harness, the glasses use four crystal dioptres to penetrate through glamour and magic illusions. While wearing these google like glasses you can ignore or see through the following powers to see a creatures "true" form and see Ghosts - Chameleon, Illusion and Invisibility. However wearing them for too long can be disorienting. After one minute (10 rounds) of use the wearing is Distracted and Vulnerable. Removing them removes these condition after one hour or rest.</br>
'''WARDING TALISMAN (SMALL)''': CL 1, RL 6 points.  Symbols of the various faiths or saints and even stones and crystals can protect the wearer when imbued. They grant Resistance (as Elemental Resistance) against psionic and magical mental abilities such as Mind Control, Mind Reading and Possession. They can also be broken (destroyed) to end any effects of a magical or divine 'curse' on the character. What a curse might be can be determined by the GM. Wt. 0.5lbs.
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'''WARDING TALISMAN (SMALL)''': CL 1, RL 6 points.  Symbols of the various faiths or saints and even stones and crystals can protect the wearer when imbued. They grant Resistance (as Elemental Resistance) against psionic and magical mental abilities such as Mind Control, Mind Reading and Possession. They can also be broken (destroyed) to end any effects of a magical or divine 'curse' on the character. What a curse might be can be determined by the GM.
  
 
==Examples of Character Creation==
 
==Examples of Character Creation==

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