Smoke and Mirrors

A newly established pool house and gaming arcade at the edge of Crawford Street, this place serves a wide assortment of beverages and finger-food, from club soda through cheap beer to very expensive brandy. Every level of taste has something on the menu.
No one is quite sure who owns this place, or why, but the entire building is hidden from mortal attention. They *see* it, but they don't *notice* it. It also has an unbreakable no-violence charm, those who turn violent within its halls loose their consciousness and soon awake slumbering outside of it.

The Satff

Stats for STs

  • Lucious Grey - The bartender, a tall slender man of about mid 20s of age, with raven-black hair and a "metal" look screaming form him. Usually wears metal-band T-shirts and cargo pants. Up close one can see a tiny, almost invisible scar, running through his hairline, his eyes are brown and his face is plain but pleasant. Something about him is... comfortable. Gruff, direct and only mildly friendly, he makes some of the best cocktails in Florida. When not serving custumers, he is usually lost in his books.
  • Annet - The Head waitress. A middle-age woman, of wide hips and short statue, with a bun of blonde-grey hair tight behind her. Her eyes always look tired, but her smile isn't fake.
Fae mien: For those with faerie sight, the picture is very different. Beyond the shallow mortal seeming stands a sturdy Boggan, and her fae mien is much younger and a bit smaller still.

mechanics

To notice the building and enter it you need to have a rating of at least 1 in: Gnosis, Balance, Glamour, Arete, Faith, Blood Pool.
Hunters can recognize the building as wrong either with the use of Conviction for Second Sight, or through the use of Illuminate, Witness, or Discern, which trigger Awareness as normal when used. Even without the use of Second Sight, they do not forget the building or events inside when they leave.
Mortals with WP of 7+ may roll their Willpower, diff 9. If they score at least 3 successes they can notice and enter the place for the reminder of the scene, later the place drifts from their memory like the effects of the mists.

Everyone who is violent is instantly reduced to incapacitated by unsoakable bashing damage, which they heal at a rate of 1 per 1 minute spent outside the building.