>>4215022**•** Fighting Style: Combat Marksmanship 5 (*Armory*, page 210) is a very broken Merit. It almost ensures that your character will be acting first in combat, and when your character does, they can blast away with multiple Firearms attacks in quick succession. Yes, the character loses Defense, but Defense does not apply to Firearms attacks anyway. Many supernatural threats will instantly fall to this hail of bullets.
An M1 Garand can be purchased with only Resources 1 (*Armory*, page 74), so a character could start with Combat Marksmanship 5 and Resources 1 and gun down monsters with .30-06.
**•** Of the Endowments available to a Hunter, Castigation gives a variety of infernal abilities, everything from hurling fireballs to transforming into a devil. But one of them stands out above the rest: Familiar (*Hunter: The Vigil* 1e, pages 165 to 167). This is because the familiar can be intangible and invisible, and loaded up with a number of cheesy Dread Powers, including mind control abilities. So the character can send out this incorporeal, nearly imperceptible familiar to mesmerize people, and the victims can do very little to counter this. If the character's only Castigation ability is Familiar, this costs only a single Merit dot, no more. Just 2 experience points.
These are just a few examples out of a sea of dozens. Again, I do not recommend actually using these in most Hunter: The Vigil 1e games. The Storyteller can quickly identify if someone is doing any of these, anyway. Consider these a "just for fun" thought exercise.