>>4213440As a bonus round, just how much can nWoD 1e character creation for mortal human Hunters be cheesed? A lot. One of the reasons why nWoD 2e was published was to get rid of the busted and overpowered mechanics of 1e.
Here are three examples out of a sea of dozens. Now, I personally do not recommend actually using these in an nWoD 1e game, unless the game is specifically supposed to be high-powered.
• Use bear mace (Spirit Slayers, page 141). That is it. It is an upgraded form of pepper spray (new World of Darkness 1e core, page 140), which is an extremely strong debuff on many types of targets. Bear mace is a little better, though, as it has a small chance of instantly incapacitating the target. And all it takes is Resources 1.
• Take Resources 5 at character creation, and start dumpster-diving into the Armory and Armory: Reloaded books for all sorts of overpowered equipment. The writers of the Armory: Reloaded, especially, were extremely generous in giving insane stats to various types of modern-day gear, to the point wherein many of them are flatly better than supernatural powers. For example, someone with Resources 5 can buy each member of the team an AA-12 with HE-AP rounds, and these are statted so gosh-darned generously that they can one-shot all manner of supernatural beasties. Resources 5 can also give everyone in the party Dragon Skin armor, an active camouflage suit, a Centurion Initiative System, and a WASP injection knife, turning everyone into tacticool operators. Resources 5 also lets someone purchase a variety of unmanned vehicles for air, land, and sea, because why fight monsters in person when you can delete them in drone strikes? Use that same Resources 5 to bribe people to look the other way, too.