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Human Factor
Human Beings, homo sapiens, the constant victims of supernatural forces and their own kind, they are now being prepared without their knowning for a future of slavery and death. However some have learned of the evil plans that escape the attention of the public eye, and do their best to defend the best interests of their race. These underground factions are often ignored by both Nightlords and Vampires, seeing them as mere insects in the grand scheme of things, much to worried about the Nightspawn and the Guardians. However, these forces never account for the power of human innovation and the will to survive. Humans will never go down without a fight.
Combat the Supernatural
As mentioned before, Humans have a strong gift of innovation and invention, and have already developed several technological methods of defeating certain supernatural creatures. The most advanced field is the realm of vampire & lycanthrope hunting and slaying, two age old arts that have been analyzed from their pre-Industrial roots and renovated to exact sciences.
Daemon slaying has been determined as a quack field, with none of the methods seen in movies or mentioned in legends ever apparently working, especially not again the minions of the Nightlords.

Vampire Slaying Weapons
Garlic Gas Grenade: Utilizing essence of garlic in a gaseous state, these bombs do not do any appreciable damage, but they are very effective at blinding vampires and causing a fair deal of agony, while being cheap to make aswell as reusable.Cost: Approx. $50 w/ charge, charges cost around $5 a piece Duration: The Garlic Gas will last for around 1d4 melees before it disappates Damage: 1d4 damage per action to vampires, plus they must save vs. pain and are blind for 3d4 actions Radius: The gas covers a 2d4 meter radius Availability: Uncommon Weight: 1kg (2.2lbs)
Holy Water Steam Greande: Much more powerful but much more expensive alternative to the Garlic Grenade. Contains a charge of holy water which is heated and expelled in the form of steam, causing searing of the flesh and sometimes instant liquification of vampires, while also being reusuable like the Garlic Gas Grenade. Cost: Approx. $200 w/ charge, charges cost around $50 a piece Duration: The steam will last for one melee before it disappates Damage: 6d6+4 damage per action to vampires Radius: The steam covers a 1d4 meter radius Availability: Rare Weight: 2kg (4.4lbs)
UV Flashlight: It has been determined that it is the massive ultraviolet radiation in sunlight that causes rapid combustion of vampires. Therefore, special flashlights designed to emit strong UV aswell as visible light, have been designed to cause at same kind of damage as sunlight, but unfortunatly not as excessively. There are several models with different battery lifes. Cost: Domestic: $50, 'Combat'/Endurance: $100, Heavy Weight: $200, batteries are around 10% the cost of the flashlight Battery Life: Domestic: 3 hours, 'Combat': 5 hours, Heavy Weight: 6 hours Damage: Domestic and Combat models both do 3d6 damage to vampires for every action the light is on them, Heavy Weight model does 5d6 damage and can cover a 1m radius circle Availability: Uncommon to Rare Weight: Domestic: 1lb, Combat: 1kg (2.2lbs), Heavy Weight: 3kg (6.6lbs)
UV Blaster: A tweaked out idea on the UV Flashlight. A hand-held blaster developed by the PAB for elimination of vampires with extreme prejudice. As opposed to the standard laser using photokinetic or infrared beams, the blaster creates a powerful emission of invisible UV light. Has been known to blast entire chunks off vampires leaving them on the ground kicking and screaming. The only problem is the chance of overheat and the low ammo capacity. Cost: Unavailable for purchase, assigned only for high risk missions by the PAB Payload: 15 shots per e-clip Damage: 1d4x10+10 per blast to vampires Availability: Very Rare Weight: 2.5kg (5.5lbs)
'Vampire Mace': Straight out of Blade. A combination of silver-nitrates, holy-water, and essence of garlic. Perfect for get them off your back. Refillable. Cost: $20 for already filled sprayer, around $10 for a refill Payload: 20 sprays Damage: 1d6 damage to vampires plus blinding and painful effect (save vs. pain and blinded for 1d4 melees) Availability: Common Weight: Less than a kg.

'Daemon' Slaying
While many theories about daemon slaying have been proven false, most of those lie in the idea that the proper ethos is found within christian religion. Of course the PAB has been smart enough to take Catholic canon with a grain of salt. After various metallurgical studies, it has been determined that certain elements have varying receptiveness or repulsion to magic. Silver, Gold, Platinum, Palladium, all of these have shown reactiveness with magical energy, usually as a channel or conductor so to speak. Iron is the exact opposite. It is completely unreceptive to magic energy what so ever, as a matter of fact attempts to direct magical energy on iron has always resulted in absolute repulsion, like magnetic metals of the same polarity. In some cases, when the energy is pressed hard enough toward the iron, violent backlash in the form of blazing blue flame is not to rare. The PAB has taken this to interesting tests. In several live combat missions, iron projectiles were utilized against creatures like dopplegangers, ashmedi, hounds, hunters, and even hollow men with very great success. Iron has also proven to be effective at completely destroying magical illusions (by driving an iron weapon into it).
Why does Iron have damaging affects on 'daemons' while precious metals harm undead and lycanthropes? There are many theorys. Undead and lycanthropes may be lacking in a certain aspect of mystic energy, and the process of channeling it into them via the receptive precious metals may cause something of an overload in their system, while 'daemons' often are charged full of magical energy, their very existance made of it. By punching iron into their body you cause a violent reaction, like shooting a flaming arrow into a powder keg. Others suggest it is simply some more scientific explanation, that vampires and lycanthropes share some bio-chemical traits that react negatively with precious metals, likewise with 'daemons' and iron. Of course, the problem with some tough creatures, like Hounds and Hunters, is getting the iron inside their bodies, past their tough armour.
Iron weapons/projectiles do +50% damage against Ashmedi, Dopplegangers, Hunters, Hounds, and Hollow Men. The damage caused requires a save vs. pain (YOU HEARD ME!), and can not be bio or super regenerated, the damage is recovered at the normal rate. Iron weapons have a -1 to P.V., -2 to normal damage, and cost +25% the cost of a normal bullet, but cut nearly 30% off the cost of ancient/melee weapons. Iron ammo tends to be lighter, but is only noticeable when you reach 20+ rounds. Iron ancient/melee weapons tend to be heavier, around 10-15% heavier, causing a penalty of -1 to parry.

Protection Against Possession Possession can be a nasty thing. There are several ways to avoid it however. As noted above, iron is a powerful magic repellent. An iron-band around ones forehead will offer a +2 to save against possession, and a full iron helmet will give a +4 to save. These sorts of things also afford half their bonuses when resisting Nightprince Powers of Illusion.