The Grimoire: Abilities (Supernatural)

⮜ All Abilities

Animal Ken Edit

<p>You can communicate with animals as if they were human beings. Treat your score in Animal Ken as your score in a language that the animal speaks fluently in order to determine how well you can communicate, and you can use Animal Handling as a substitute for any social abilities affecting humans. </p> <p>Beyond this, this virtue has no effect on the attitude of animals to you, or you to animals. Other people cannot understand your communication with the animals. Specialties: a particular type of animal, a particular type of communication.</p>

Dowsing Edit

<p>You have the ability to find things nearby through the use of a dowsing rod (usually a forked stick) and your own intuitive sense. You concentrate on the thing to be found, hold your dowsing rod out in front of you, and follow its subtle motions to the target. If you’re looking for something specific, you must have an appropriate sympathetic connection to the thing sought (such as bottled water from a stream when searching for running water).</p> <p>Before you roll, designate the area in which you are searching — if the item sought is not present in that area, you automatically fail. The time required to search depends on the size of the area, and must be invested whether you succeed or not. It takes about one Diameter (two minutes, or twenty combat rounds) to search for something within 25 paces, and doubling the distance quadruples the time. To find something common, like water, within 25 paces requires a Perception + Dowsing of 9+. Increased distances or dowsing for less common things increases the target number, so that, for example, finding gold within 100 paces would have an Ease Factor of 15. Specialties: searching for a particular kind of thing (water, gold, etc.), searching in a particular kind of place. </p>

Entrancement Edit

You have the power to control another's will. By staring deeply into someone's eyes for several seconds generally impossible in combat you can verbally command the person to perform a certain task.

Roll Presence + Entrancement against the target's Stamina roll.

The person being controlled may get a bonus to resist at the option of the storyguide, according to the table below. Hermetic magi get their normal Mentem Magic Resistance, and get the normal Stamina roll if the effect penetrates. The blind, and people with their eyes closed, are immune; see page 111 for more guidelines on making eye contact. However, it is not possible to look away while being Entranced unless you win the opposed roll.

Command Example Victim's Bonus
Innocuous Talk to me +3
Questionable Meet me alone at night +6
Dangerous Put your weapons away +9
Heinous Kill your fellows +12
Suicidal Jump off a cliff +15

Specialties: A specific sort of command, a specific sort of person.

Magic Sensitivity Edit

You are often able to identify a place orobject as magical. However, your sensitivitymakes you more susceptible to magical effects:subtract your Magic Sensitivity score from allmagic resistance rolls you make. See book.

Second Sight* Edit

<p>You are able to see through illusionary concealment and disguise, including invisibility, and can also see naturally invisible things such as spirits and the boundaries between regio levels. The Ease Factor to see through illusionary concealment is normally equal to 6 + the magnitude of the might of the creature responsible for the effect, or 6 + the magnitude of a Hermetic spell. In general, this Virtue allows you to see through Hermetic Imaginem concealment, but not other kinds. The Magic Resistance, if any, of the concealed creature does not interfere with your Second Sight. If something is actually transformed, for example by a MuCo spell, you cannot determine the genuine form. The Ease Factor to see a naturally invisible thing is normally 9, and the Ease Factor for seeing regio levels is specified on page 189. All Second Sight rolls are Perception + Second Sight. Specialties: regiones, invisible things, illusory disguises, faeries, ghosts.</p>

Sense Holiness and Unholiness Edit

You are able to feel the presence of good and evil. A Perception + Sense Holiness and Unholiness roll against an Ease Factor of 9 lets you sense holiness or unholiness in a general area; against an Ease Factor of 15, in a person or object. As demons normally try to hide their nature, you must generally beat their Magic Resistance with your roll. However, you only need to beat it by 1 point, as demons are extremely evil. Emissaries of heaven rarely try to hide their nature, but if they do, you must actually penetrate their Magic Resistance (see page 184). In auras of particularly strong divine or infernal influence, your sensitivity may overwhelm you. This Ability is granted by the Divine realm, not the Magic or Faerie realms, and thus uses the Divine column of the Realm Interaction chart (page 183). Specialties: good or evil. (Supernatural)