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Campaign:Era of Dreams/Triune Thought
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== Inventory == '''Skin Mount Amulet (x3) (•)'''[Wealth/Panopoly]<br> Add [3 * Rating] of socketed hearthstone to [Peripheral Essence]. '''Bracers of Universal Crafting (•••)'''[Wealth/Panoply]<br> Spend [2m] to activate for [One Scene]. Add [Essence] automatic successes to fine manipulation rolls. Allows crafting of ambrosia and quintessence without a charm. '''Gloves of Martial Readiness (•••)'''[Wealth/Arsenal]<br> Spend [2m] to convert one katar to a shield, providing [+2 DV].<br> Speed Accuracy Damage Defense Rate Minimums Attune<br> 5 +3 +6L +4 1 - 8<br> '''Discrete Essence Armor (••)'''[Wealth/Arsenal]<br> Soak Hardness Mobility Fatigue Attune<br> 7L/7B 4L/4B 0 0 5 <br> === Manses and Hearthstones === ''' Memory Stone (•)'''<br> The character who carries this iridescent white, cubical hearthstone will never forget anything. Every image or incident, from a face seen in a crowd last week, to the contents of a treaty that he hurriedly read before being chased off by guards, will be remembered in perfect and exact detail. The wearer’s player can even make [Perception + Awareness] rolls after the fact for his character to notice further details about an event. Although this hearthstone does not allow the wearer to learn Abilities, Charms or spells any faster or easier, the wearer could read an ancient 1,000-page tome and perfectly remember every word and illustration 50 years later. These unnaturally sharp memories begin to fade to normal memories if the character ceases to be attuned to this stone for more than one day. ''' Stone of Recognition (••)'''<br> The bearer of this irregular, blue-white orb can make other people believe they have met or heard of her before, which may help in many deceits or attempts at persuasion. Whenever the bearer wishes, her player and the player of a designated target make a reflexive and resisted [Willpower + Essence] roll. If the target’s player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes. The stone’s bearer gains two dice on any Social roll against the target that involves trust or convincing the target to believe something. If the target’s player wins or ties the roll, however, the target feels only a vague sense that the bearer seems somewhat familiar. ''' Gem of Desire (•••)'''<br> This transparent yellow hearthstone is shaped like a faceted heart. Once per day, the bearer can inflame someone with desire for some specific object or person. Such desires can range from a sudden thirst for any strong alcohol to a passion for a specifi c person. To inflict this desire on someone, the bearer’s player must succeed in a reflexive, resisted [Willpower + Essence] roll while the character is no more than 10 yards from the target. If the target succeeds, she is unaffected by this desire. If she fails, she feels this until the sun next rises. If she botches this roll, she feels this desire for the next week. For this duration, the target must make a Willpower roll with a difficulty equal to half the bearer’s Essence (round up) to avoid any opportunity to satisfy her desire. ''' Senmai Matoshokan (•••)'''<br> A fantastic library full of advanced books on sorcery, it was within a this manse a previous self owned that Triune Thought also exalted.<br> ''{Archive(Sorcery), Well Flavored Aspect}'' '''Theatre of Twisted Minds (••)'''<br> Ages ago many wondrous plays and other theatrics entertained many guests and politicians. Many a secret pact and deal was made here, their stories recorded and kept for the annals of history.<br> ''{Archive(Social)}'' '''Home of the Spell Seeker (•)'''<br> The comfortable abode of Triune Thought on Meru. Devoid of any texts, its windows allow light and images from outside to spill in. A perfect place for repose and thought.<br> ''{Comfort Zone}''
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