Legacy:Supernatural ability
Version 1
Date: 2008-05-17 23:09:20 GMT Author: Yair Comment: Initial version
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.) Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]]. [[Canon]] provides a wide array of supernatural abilities: * [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]]. * [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]]. * [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]]. * [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi. * [[??]]
Version 2
Date: 2008-05-17 23:16:22 GMT Author: Yair Comment: note on power level
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.) Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]]. Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. ===Canonic Abilities [[Canon]] provides a wide array of supernatural abilitiesealm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. ===Canonic Abilities [[Canon]] provides a wide array of supernatural abilities: * [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals,
Version 3
Date: 2008-05-21 08:35:37 GMT Author: Yair Comment: learning sup. ab.
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.) Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]]. Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. ===Learning Supernatural Abilities It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]]. Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age. Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more. ===Canonic Abilities [[Canon]] provides a wide array of supernatural abilities the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]]. Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and i
Version 4
Date: 2008-05-24 12:54:05 GMT Author: Yair Comment:
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.) Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]]. Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. ===Learning Supernatural Abilities It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]]. Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age. Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more. ===Canonic Abilities [[Canon]] provides a wide array of supernatural abilities: * [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]]. * [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]]. * [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]]. * [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi. * [[Shapeshifterap ([[ArM5]] 67): the ability to change shape into an animal form. * [[Craft Automata]], a supernatural ability granted by the [[Automata]] mystery. * [[Persona]], a supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]].
Version 5
Date: 2008-05-24 13:40:58 GMT Author: Yair Comment:
A '''Supernatural Ability''' is a type of [[Ability]] that governs the use of a supernatural power. It is associated with one of the supernatural [[Realms of Power]], and often with a [[Supernatural Virtue]] of identical name that allows the use of the Ability and confers it with a score of 1. (Although characters with the [[Gift]] may also acquire one supernatural Ability without needing a virtue.) Supernatural abilities are discussed at length in [[HoHS]] 103-105. The core description is at [[ArM5]] [[??]]. Note that a supernatural ability is influenced by the [[Realm Interaction Chart]] just like any other supernatural power. This means that any [[Magic Realm|Magical]] supernatural ability is heavily penalized within the [[Dominion]], probably to the point of not being useful for non-specializing characters. Urban characters with such virtues would probably be unaware of their supernatural abilities unless they spend time outside the city, or in parts of the city where the dominion doesn't curtail the Ability's use. ===Learning Supernatural Abilities It is in principle possible for anyone with the [[Gift]] to learn a supernatural ability much like any other Ability. However, the source Quality is reduced substantially (see [[ArM5]] [[??]]). As a result, it is practically impossible for Hermetic magi or other powerful practitioners of magic to learn more supernatural abilities in this way, and they usually remain only with the supernatural abilities they acquired in character generation through [[Supernatural Virtue|Supernatural Virtues]]. Certain mystical traditions treat some supernatural abilities as [[Favored Ability|Favored Abilities]], which allows their members to learn them in-play and in advanced age. Another means to gain a supernatural ability is through initiation into [[Mystery|Mysteries]], thereby attaining the appropriate Virtue. This is rather rare in [[Canon|canon]], however, as most initiations give rise to capabilities rather than Abilities. Certain mysteries, however, provide such abilities - including [[Enigmatic Wisdom]], [[Divination and Augury]], and more. ===Canonic Abilities [[Canon]] provides a wide array of supernatural abilities: * [[Summon Animals]] ([[HoHS]] 105): The ability to summon animals, provided as an example supernatual ability and used by the [[Beast Masters]]. * [[Whistle Up the Wind]] ([[HoHS]] 105): The ability to create wind, provided as an example supernatural ability and used by the [[Tempestaria]]. * [[Control Fertility]] ([[HoHS]] 105): The ability to control the "vegetative spirit" of things, presented as an example supernatural ability and used by the [[Scinfolk]]. * [[Heartbeast]] ([[ArM5]] [[??]]): The ability to assume your [[Heartbeast|heartbeast]] or human form, as posessed by [[Bjornaer]] magi. * [[Shapeshifter]] ([[ArM5]] 67): the ability to change shape into an animal form. * [[Craft Automata]], a supernatural ability granted by the [[Automata]] mystery. * [[Persona]], a supernatural ability allowing the character to perfectly adopt and create personas, in use within [[House Tytalus]]. * [[Mythic Herbalism]], used to create healing potions, poisons, and more.