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Supernatural Law: New Orleans/Fantasma
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==Skills== '''Interrogation (2d10)''' - 5 Intimidation is fine if you already know what you want, but sometimes you have to dig deeper. Interrogation, which is not necessarily torture, is the practice of wringing out of someone as much usable information as you can get. Your victim will get a Willpower Saving Throw against your Interrogation attempt, cracking if they fail. Of course, if they don't actually have the information that you're looking for, they'll start making up things they think you want to hear. It's your job to separate truth from fiction. '''Law (2d10)''' - 5 You understand both the American legal system and the simpler codes that govern the Syndicate and the Order. You also know where the gray areas are and can sometimes avoid consequences on a technicality. '''Magic Lore - Necromancy (3d10)''' - 6 Pick a type of magic. You have studied that specific type of magic and have a good sense of both its applications and of how to invoke it. Having a particular Magic Lore is not the same as being able to cast that kind of magic, and you must still be able to select its Spells through your Archetype. You cannot have a higher rank in a Spell than you have in its corresponding Magic Lore. Having 3d10 in Shadow, for example, does not also give you 3d10 in Warlock. You may take this Skill multiple times, selecting a different type of magic each time. '''Navigation (2d6)''' - 3 You have a good sense of direction and, more importantly, you know when to stop and get your bearings. You can find your way through crumbling tenement buildings, moss-covered swamps, or even parts of faerie without getting utterly lost. '''Observation (2d8)''' - 4 You can tell when something is off, your senses are sharp, you know when someoneis hiding something from you, and you can read the twitch of a person's fingers right before they go for their gun. This Skill covers every sense, including taste, although you're hopefully not going to spend a lot of time tasting crime scenes for clues. '''Occultism (2d6)''' - 3 Some mages might be content with just Magic Lore, but you've spent your time studying the broader realm of the supernatural. You know useful facts about creatures, Ley Lines, and haunted locations, and you have a better sense of the motives behind certain cults. '''Pistols (2d8)''' - 4 You know the basics of handgun use and ownership. You can find the safety, perform routine weapon maintenance, and discharge the gun into the face of an oncoming demon as needed. This Skill also covers submachine guns. '''Stealth (2d8)''' - 4 You've learned that the best way to avoid a fight is simply not to attract any notice in the first place. You can fade into the shadows, escape detection, and walk softly without breaking your stride. '''Streetwise (1d8)''' - 3 You've gotten very good at thinking like a criminal. This might be because you are one. You know basic etiquette for dealing with criminals, you how several types of criminal operations work, you know the right people to talk to if you need a hook up or a fix, and you know where to find contacts on the wrong side of the law. You also have a more general sense of where to go to buy guns, drugs, or other gray and black-market supplies.
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