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Campaign:Era of Dreams/Vigilant Hawk
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== Inventory == ''(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)'' Sawed-off Solar Cannon ***<br> Full-Power<br> Speed Accuracy Damage Defense Range Rate Cost Minimums Attune<br> 5 +3 +9L -- 300 1 3 STR 3 4<br> Half-Power<br> Speed Accuracy Damage Defense Range Rate Cost Minimums Attune<br> 5 +3 +6L -- 300 1 3 STR 3 4<br> A modified form of the Solar Cannon, the weapon is two feet long and the barrel half as wide. It does not require a fire or solar hearthstone to power it and can instead draw on the Attuned Solar's essence. Three motes for full power, two for half power. However, the cost can be nullified by using a hearthstone in a similar fashion as the full size Cannon. The weapon does not have the 'spread' of the full sized solar cannon and the Attuned Solar cannot attack separate targets. Orichalcum Chain Shirt *<br> Soak Hardness Mobility Fatigue Attune Cost<br> 7L/5B 3L/3B 0 0 2 1<br> Silken Armor Woven Leather Duster ***<br> Soak Hardness Mobility Fatigue Attune Cost<br> 5L/3B -- -1* 0 7 4<br> A duster with Silken armor finely woven into the leather, this armor jacket appears like a typical leather coat. The inner pocket is gateway to elsewhere, but only to items stored in the coat. Anything that can fit through the pocket can be stored, even, theoretically, the unwieldy ten foot pole you don't want to touch the nasty shit with. It's just a matter of going through the trouble of getting it completely through. All the exalt needs to extract the item he wants is a lack of confusion with other items stored in elsewhere via the duster as he reaches into the pocket. Note: Silken armor is mobility -1 until attuned.<br> === Manses and Hearthstones === ''(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on) '''Prism of Focused Passion **'''<br> This prism-shaped carnelian allows the bearer to inflame passions in others. The bearer can amplify any emotion, turning vague resentment into raging jealousy, slight nervousness into unbridled terror or mild attraction into panting lust. The bearer of a prism gains three additional dice on all Presence or Performance rolls designed to inflame emotions. Also, for purposes of resisting these inflamed passions a target's Temperance is treated as if it were two points less than it is(minimum 1). The latter effect only works on a single target at a time.<br><br> '''Fire Manse: Division for Occult Investigations, Meru ** '''<br> Like any law enforcement office, this manse is at least slightly publicly accessible. The lead investigator is attuned to the manse and all of the law enforcement offices are designed similarly. They have a control center for security, archives for records and information regarding the office's major investigative focus, and cellblocks and interrogation rooms for suspects. The Division is a fancy looking building that is heavily glass, made from the sands of the South, only the foundation and supports being normal building material, giving the manse Fragility 1.<br><br> ''Magical Conveniences*'' - Cameras watch the cells, interrogation rooms, public areas, and general gathering areas. Private offices are not videoed. Canvases record spoken words in cells and interrogation rooms.<br> ''Minor Tricks and Traps*'' - Cells and interrogation rooms are windowless rooms with automatic trap doors that work based on the approach of authorized personnel. The suspect is sitting in a box with fellow suspects waiting for the agency to decide its their turn for questioning.<br> ''Archive**'' - The archives keep track of two things. The first is the case records and interrogation and cell room recordings of the department. The second is occult research to aid the investigators in figuring out what happened in their specific crimes.<br> ''Control Center**'' - A uniformed officer is always in the control room overseeing the public areas of the office and watching the cells.<br> === Familiar === Demonhunter Hound ****<br> Name: Mouse<br> Health Levels:<br> -0/-1/-1/-2/-2/-4/I<br> Willpower: 6<br> Essence Level: 1<br> Rolls:<br> Join Battle: 9<br> Dodge DV: 2<br> Attributes:<br> STR: 6 CHA: 2 PER: 2 DEX: 4 MAN: 3 INT: 1 STA: 4 APP: 2 WIT: 3 Abilities:<br> Athletics 6<br> Awareness 5<br> Dodge 3<br> Integrity 4<br> Investigation 3<br> Martial Arts 4(Wrestling + 2)<br> Presence 2(Intimidation + 2)<br> Resistance 2<br> Stealth 3(Shadowlands + 3)<br> Survival 3(Tracking + 3)<br> Virtues:<br> Compassion 2<br> Conviction 4<br> Temperance 2<br> Valor 4<br> Soak: 8L/12B<br> Attacks:<br> Bite: <br> Speed Accuracy Damage Defense Rate 5 +6 +8L -- 1 Other Notes: +1 on rolls against Unholy Creatures. +3 on rolls against Demons. Bite is natural and cannot be unarmed. === An Incomplete List of Demons === '''He Who Walks Behind:'''<br> First circle demon who deals in information. He and other demons like him keep an eye on other demons as they come and go from Malfeas. They don't pay attention to why demons do so, just who and when. He Who Walks Behind is Hawk's main contact for this kind of information.<br><br> '''Hitman:'''<br> A second circle demon known for his fighting abilities. He is summoned to Creation as much as he is hired by other demons in Malfeas to protect someone or attack a chosen target. Different from other demons by the fact that he doesn't just leave or fight if he wins the summoning mental fight. He will still do as the summoner wishes if they can meet his price. Otherwise he either leaves or fights them himself.
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