Supernatural Law: New Orleans/Fantasma: Difference between revisions
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==Hit Points== | ==Hit Points== | ||
'''HP: 32''' | '''HP: 32''' | ||
'''Heal Rate: 6 | '''Heal Rate: 6 | ||
==Magic Points: 35== | ==Magic Points: 35== | ||
Recovery: 4 per hour (16 in 4, all in 8 hrs rest) | Recovery: 4 per hour (16 in 4, all in 8 hrs rest) |
Revision as of 05:08, 16 August 2024
Fantasma Oblivado - Angel Blooded - Necromancer
Necro Requirements: Charisma at 4 and Magic Lore (Necromancy) at least 2d8
Fantasma Oblivado is a detective with the Occult Crimes Division (OCD) of the New Orleans Police Department. This specialized unit deals with magical and supernatural law enforcement in the Big Easy.
Born into a family with a closely guarded secret, Fantasma carries angelic blood in her veins, passed down through generations. This heritage grants her heightened intuition and an innate sense of justice but also burdens her with the weight of ancient responsibilities.
Despite her celestial ancestry, Fantasma developed an unusual affinity for necromancy during her teenage years. This rare combination of angelic legacy and death magic makes her uniquely qualified for her role in the OCD, allowing her to communicate with spirits and manipulate the boundary between life and death when solving cases.
Fantasma is married to fellow NOPD officer Marco Rousseau, who works in the Homicide Division. Their relationship is strong but occasionally strained by the secrets Fantasma must keep and the dangers of her work in the magical underworld of New Orleans.
As a necromancer in law enforcement, Fantasma often finds herself walking a fine ethical line. She struggles to balance her duty to uphold the law, her innate sense of celestial justice, and the temptation of the darker powers at her disposal.
Former Relationships Before settling down with Marco, Fantasma had a complex romantic history shaped by her unique abilities and the challenges of balancing her personal life with her unconventional career:
High School Sweetheart - Jason Thibodeaux:
Fantasma's first love was a local boy who knew nothing of her supernatural heritage. Their relationship ended when her necromantic powers first manifested, frightening Jason and causing him to break things off abruptly.
Fellow Practitioner - Celeste LeBlanc:
During her early twenties, Fantasma had a passionate but tumultuous relationship with Celeste, a talented witch. They bonded over their shared magical abilities, but Celeste's more chaotic approach to magic clashed with Fantasma's growing sense of duty and order. This relationship ended when a Necromantic ritual went all wrong, and Celeste was killed. She still haunts Fantasma, trying to find a resolution to her unfinished business.
Ghostly Affair - Etienne Laveau:
Fantasma's necromantic abilities led to an unusual relationship with the ghost of Etienne Laveau, a 19th-century voodoo practitioner. This ethereal romance taught her much about the spirit world and highlighted the importance of connecting with the living. Etienne still assists Fantasma as a supernatural servant.
Department Romance - Detective Sam Hawkins:
Before meeting Marco, Fantasma had a brief relationship with a fellow OCD detective. The stress of working together and competing for promotions ultimately drove them apart, but they remained respectful colleagues.
Each of these relationships left its mark on Fantasma, shaping her understanding of love, magic, and the complexities of her dual nature. They also helped her appreciate the stability and acceptance she found with Marco, who embraces both her angelic heritage and her necromantic abilities.
Wealth - 7 1.75k - 30k Family - 7 Father - Childhood - 12 - Foretold Doom - We need to write this up Adolescence - 3 - Lettered - Need a sport Adult - 10 - Gained Ally - Etienne Major Arcana The Chariot - 8 High up, low reversed [url=https://orokos.com/roll/1018834]High/Low[/url]: [u]1d6[/u] [b]2[/b]
The Chariot shows the triumph of willpower over the material, success, self-control, self-determination, physical ability, swiftness, and mental strength.
[url=https://orokos.com/roll/1018812]wealth, family, child, adolescence, adult, major[/url]: [u]1d10[/u] [b]7[/b] [u]1d10[/u] [b]7[/b] [u]1d12[/u] [b]12[/b] [u]1d12[/u] [b]3[/b] [u]1d12[/u] [b]10[/b] [u]1d22[/u] [b]8[/b]
Major Arcana - 8 Chariot The Chariot shows the triumph of willpower over the material, success, self control, self-determination, physical ability, swiftness, and mental strength.
Attributes
Strength | 3 |
Health | 3 |
Reflexes | 3 |
Willpower | 5 |
Charisma | 4 |
Intelligence | 3 |
Hit Points
HP: 32
Heal Rate: 6
Magic Points: 35
Recovery: 4 per hour (16 in 4, all in 8 hrs rest) Damage Mod - +1d3 Initative 1d8+3 Move: 9 Saves 1d10 + Attribute Languages: Fluency 12 points 4 Spanish 3 English 3 Enochian 2 Demonic-Abysal what have you
3 Scene Points 3 Adjustment points Raise Ref by 1, Raise Int by 1, 1 for Petty Magic
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.
Spells
Control the Dead (2d10) - 5
It doesn't matter that it's someone else's zombie. You have the access codes. Cost: 8 points Duration: Immediate Range: Touch Notes: You may take over a Risen Dead by making an Opposition Roll using Control the Dead + WLP against either the dead's Willpower Saving Throw or its caster's Control the Dead + WLP—whichever is better. If you succeed, you hijack the dead thing. You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you.
Raise the Dead (1d10) - 4
You can imbue a portion of your will inside of a dead thing, reanimating the corpse and placing it under control. Cost: 7 per dead thing raised Duration: Until the Risen Dead is destroyed, the caster is destroyed, or the caster relinquishes control Range: Touch Notes: Raise the Dead requires 10 minutes of ritual to cast. Each Risen Dead functions as a zombie (see the Adversaries section) under your control. You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you.
Speak to the Dead (3d10) - 6
The dead can tell tales. At least, they can with you. Cost: 4 Duration: One Scene Range: 50-yard radius around the deceased Notes: You may cast this Spell either on a corpse or on a place where a person died. If cast on a place, you must specify which person you are trying to conjure up. The 'dead' that you speak to is not so much a person's soul as it is their echo, and you may cast this Spell even if the person you are hoping to talk to has been dragged off to Hell by demons. The 'dead' is not always coherent, and it is usually stuck in the last few minutes of its life, constantly on loop. It can answer simple questions but may become confused if anyone tries to remind it that it is dead. How willing the 'dead' is to help depends on how the caster approaches it.
Summon Ghost (3d10) - 6
Not only can you call up a ghost, but you can compel it to do your bidding. Cost: 5 Duration: One Scene Range: 1-mile radius Notes: Summon Ghost requires 10 minutes of ritual incantation to cast. After a successful summoning, you can command the ghost, communicate telepathically, and even see through its senses, although it will not obey any orders that would result in its imprisonment or destruction. Use the ghost information from the Adversary section. You may have up to 2 ghosts under your control at any given time. If you try to summon and command a specific ghost, it can resist you with an Opposition Roll using its Willpower Saving Throw against your Summon Ghost + WLP. If it succeeds, it breaks free and you can never command it again.
Cure Wound (3d10) - 6
You restore bodily humors and mend broken limbs. Cost: 1 point Duration: Permanent Range: Touch Notes: Your target heals 1 Hit Point. You may spend up to +5 MP to heal an additional Hit Point per MP spent. If your target has a broken limb, you may restore it to full functionality for +5 MP. If your target is asleep or unconscious, you may wake them for +1 MP.
Hardened Skin (2d8) - 4
Your skin takes on the color, texture, and durability of cement. Cost: 4 points Duration: One Scene Range: Self Notes: You gain +3 Protection to all Hit Locations. This effect does not stack with itself or with any other Spell or effect that hardens your skin. You may still wear armor over your Dragon's Skin.
Lock (1d8) - 3
You can open, change, or create a lock. Cost: 1 point Range: Touch Duration: Permanent Notes: Under your touch, you may cause any mundane lock to spring instantly open—or reconfigure it so that it opens in a different way. If the lock is complex or electronic, you must pay an extra +1 MP. If the lock is magical, you must pay an extra +3 MP and make a Skill Test with Lock. The GM will set the difficulty. If you fail your Skill Test, you cannot attempt to open or change this lock again. You may also use this Spell to apply a magical lock to an object. Spend +3 MP and roll Lock + INT or CHR (your choice) to set its TN. You may also choose a condition that releases the lock (for example: fresh blood is spilled, someone says the Lord's Prayer, or a specific person touches the object.)
Night Sight (3d8) - 5
Your eyes glow as you peer into the dark. Cost: 4 points Duration: One Scene Range: Touch Notes: You suffer no penalties for peering through mundane darkness. Magical Darkness only imposes a +2 TN penalty on you and restricts your vision to 10 yards.
Sunlight (1d8) - 3
You conjure pure, bright sunlight—even indoors. Cost: 2 points Duration: One Scene Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range Notes: The sunlight fills a 5-yard radius. You can increase the radius to 10 yards for +1 MP or to 20 yards for +3 MP. If a Darkness Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Darkness Spell's caster wins, the sunlight is immediately snuffed out.
Stone Shards (2d10) - 5
Stone fragments fire like rifle bullets from your palm. Cost: 1 point per attack for a 2d4. 2 points per attack for a 2d6 attack. 3 points per attack for 2d8 Duration: Instant Range: Range penalties apply. 5 yards is short range, 15 yards medium range, 25 yards long range Notes: You may attack multiple times in a turn with Stone Shards without needing to roll to cast the Spell again. You must still spend an Action and pay the MP cost each time and Multiple Action Penalties are incurred as normal.
Talents
Fine Looks - Free
Whether you're conventionally beautiful or just striking, one thing's for sure: you are easy on the eyes. You get -2 TN on all social Skill rolls where the other party can see you.
Astral Sight
By making a standard Observation Skill Test, you can notice spirits, astral projections, and other things that would normally be invisible.
Natural Immunity
You are so used to handling the grossest things the world has to offer that you never have to make a Saving Throw vs poison or disease. This applies to supernatural poisons and diseases as well as perfectly mundane ones.
Shady Contacts
You know a few people that like easy payouts and don't ask too many questions. CHR times per game session, you can call up a contact to offer professional advice or to get you in the door somewhere you wouldn't normally be allowed to go. The GM may limit how you can use this power. Ex: a coroner might get you access to a specific body in the morgue, but they're probably not going to charge at a demon, armed only with a scalpel, for you.
Supernatural Servant
Sometime during your career, you acquired (or assembled) a Ghost or Flesh Golem servant to do your bidding (see their respective entries in the Adversaries section for stats). Your supernatural servant obeys your every order, but it may choose to follow your orders too literally if it gets upset with you.
Petty Magic
You have access to all the Spells on the Petty Magic List. You do not need to assign Skill points to them individually. To cast a Petty Magic Spell, you roll Magic Lore: Petty Magic + INT. This Talent may not be taken by Templar and Ungifted.
Petty Magic Spells are cast using Magic Lore: Petty Magic + INT and they do not need to be purchased individually with Skill Points.
Breeze
You never need air conditioning. Cost: 0 Duration: 5 minutes Range: 20 yards Notes: You create a draft that is strong enough to blow out candle flames or knock single sheets of paper around. You may choose the direction the breeze blows in. For +2 MP, you may increase the Duration by 1 hour.
Clean/Polish Item
For you, tidying up is a snap. Cost: 0 Duration: Instant Range: Permanent Notes: You remove stains from an object or piece of clothing.
Color
You can alter the colors of a person or object. Cost: 0 Duration: 1 hour Range: Touch Notes: You can work very subtly with this Spell to create an effect that looks perfectly natural. Or you can turn someone bright pink. The possibilities are endless. You may not affect objects any bigger than a truck.
Create Light
A ball of light follows you, illuminating your way. Cost: 0 Duration: One Scene Range: Self Notes: Your lantern companion may go no further than 20 yards from you. You may dim or brighten its light with a mental command.
Dry
You cause water to evaporate rapidly in the target area. Cost: 0 Duration: 5 minutes Range: 10 yards Notes: This Spell affects a 1-yard radius. The evaporation is intense, comparable to Death Valley in the summer, but it doesn't heat whatever it's evaporation. Casting it on a bathtub full of cool water, for example, will quickly fill a small room with cold mist.
Faire Music You are your own soundtrack. Cost: 0 Duration: One Scene Range: Self Notes: The music can be heard by anyone in a 40-yard radius of you. It is bright, jolly, and sounds exactly like what you'd hear at a renaissance faire.
Freshen Food
You can live like a king off of dumpster scraps. Cost: 0 Duration: Permanent Range: Touch Notes: A piece of food you touch becomes fresh and appetizing. If left out, it will begin to spoil at the usual rate.
Heat
You can warm clothes, heating pads, or dinner. Cost: 0 Duration: One Scene Range: 20 yards Notes: You may heat an object 50 degrees Fahrenheit. You may not use this Spell on a living thing.
Hide Item/See Item
You render a small item invisible or detect a small invisible item. Cost: 0 Duration: One Scene Range: Touch Notes: This effects an item such as a credit card, handgun, bible, or packet of drugs. The item can still be detected by bumping into it, or with Spells or supernatural senses.
Invisible Cook/ Server
A magical being coalesces to fix you a meal. Cost: 0 Duration: One Scene Range: Self Notes: You may only have one Invisible Cook/Server active at a time. An Invisible Cook/Server does not provide its own ingredients. An Invisible Cook/Server will only perform tasks related to cooking or serving. It will not walk into traps for you. An Invisible Cook/Server has 1 Hit Point.
Levitate
You float lazily up into the air. Cost: 0 Duration: One Scene Range: Self Notes: You can slowly rise into the air at a rate of 2 yards per turn to a maximum height of no more than 20 yards above where you lifted off from. You may also descend slowly, at a rate of 2 yards per turn, or very quickly by releasing the Spell. This Spell only levitates up to 300 pounds of weight.
Long Distance Whisper
Your words cross distances and slither into people's ears. Cost: 0 Duration: Instant Range: Line of Sight (200 yards) Notes: You whisper a message to your target. They may be able to recognize your voice, but they do not automatically know which direction the message is coming from.
Minor Alarm
You set up the magical equivalent of a primitive motion sensor. Cost: 0 Duration: 1 hour Range: Touch Notes: Designate an area, up to 30 yards in radius. The alarm covers that area and triggers when it detects movement, mentally alerting you that something has breached the area. It then deactivates, forcing you to go back to the area and recast the Spell every time you wish to reset the alarm.
Minor Illusions
You temporarily change the way an object looks. Cost: 0 Duration: 3 turns Range: 10 yards Notes: You may not use this Spell to create freestanding, independent illusions or illusions with sound, but you can change the words on a piece of paper, add bloodstains to someone's clothing, make someone's face look unfamiliar, or commit other small mischiefs. To affect someone with one of these illusions (for example, to trick someone into thinking you're not the person on the wanted posters), you may still need to make an Opposition Roll at the GM's discretion, although the GM should award you a bonus.
Moisten
You can soak fabrics with water. Cost: 0 Duration: Instant Range: Touch Notes: Every object in a 1-yard radius becomes saturated with water.
Page Turner
You are the ultimate couch-magician. Cost: 0 Duration: One Scene Range: Self Notes: An invisible force turns pages and holds books up at eye level, responding to your mental commands. You may only have one Page Turner active at a time, and it goes into hiding if a fight breaks out.
Perfume
An indefinably pleasant scent surrounds you. Cost: 0 Duration: One Scene Range: Touch Notes: You receive a -1 TN bonus on all Opposition Rolls and Skill Tests, provided the people they are interacting with can smell them. This effect does not stack with itself.
Prestidigitation
You can move a small object at a distance. Cost: 0 Duration: One Scene Range: Line of Sight Notes: Prestidigitation can exert up to 2 pounds of force and can move an object 1 yard per turn. It cannot be used on people, animals, or any other being and it can only affect one object at a time.
Repel Insects
Insects avoid a warded area. Cost: 0 Duration: 8 hours Range: Touch Notes: This affects a 10-yard radius, repelling all normal, mundane bugs. Vermin swarms, supernatural insects, and other exceptional creepy-crawlies may make an Average Willpower Saving Throw (TN 9) to enter.
Seduction Charm
A normal person would just light some candles, but you have magic. Cost: 0 Duration: One Scene Range: Self Notes: You receive a -2 TN bonus to all attempts to flirt or seduce. You may not cast Seduction Charm if you are already benefiting from its effects.
Soil
You spray magical garbage-water all over an area. Cost: 0 Duration: Instant Range: 10 yards Notes: Everything in a 3-yard radius is coated with oily, foul-smelling filth.
Smoke Cloud
You take a deep breath and exhale a cloud of thick, inky smoke. Cost: 0 Duration: 2d3 Rounds Range: 20 yards Notes: A 15-yard radius around your target is filled with dense smoke. You can see in the smoke without issue. Everyone else suffers a +3 TN penalty on all attempts to see through the smoke (unless they can echolocate, feel vibrations through the earth, etc.).
Summon Small Flame
You flick your fingers and produce the flame of a lighter. Cost: 0 Duration: Instant Range: Touch Notes: You can easily convince people that this is stage magic, not actual magic.
Swarm of Butterflies
Butterflies appear out of thin air, wrapping you in a hurricane of bright colors. Cost: 0 Duration: One Scene Range: Self Notes: Attempts to hit you with a Melee or HTH attack are at a +1 TN penalty. This effect does not stack with itself.
Throw Voice/Sound
You can create sounds at a distance. Cost: 0 Duration: Instant Range: INT x 10 yards Notes: To affect someone with a sound (for example, to convince a security guard to turn around and look at the statue that just whispered to him), you may still need to make an Opposition Roll at the GM's discretion.
Tie/Untangle/Untie
Ropes, cords, and strings weave themselves in and out of complex knots at your command. Cost: 0 Duration: Permanent Range: Touch Notes: A knot created with this Spell can only be undone through magic. This does not change the properties of whatever the knot is made from, however, and it can still be cut, burned, or slipped out of by a clever prisoner.
Write/See Invisible Messages
You write with extremely invisible ink. Cost: 0 Duration: Permanent Range: Touch Notes: Your messages are visible only to other people with this Spell.
Complications
Haunted - Celeste LeBlanc You've picked up a spiritual hitchhiker and it refuses to leave you alone. This might be the ghost of someone you've personally wronged, or it might be an entirely unrelated spirit. Needless to say, this is not a friendly haunting. Work with the GM to figure out what the ghost is and how it works. If you manage to get rid of it, other spirits will take an interest in you.
Hedonist To say that you like to party is an understatement. If it involves sex, drugs, and rock and roll, you're in. Once per session, the GM can present you with an obvious trap that is baited with your chosen vice. You must make a Tough Willpower Saving Throw (TN 12) in order to resist this temptation.