Grant Powers vs Negate Super Abilities
Posted: Wed Aug 21, 2019 9:15 pm
regarding Powers Unlimited 3 page 65 vs pg 283-284 of the main book HU2.
We know the main power GP itself is immune to NSA:
But prior to that it also gives a bonus vs:
It's unclear to me when this bonus would actually come up. As far as I can see you don't actually get a savings throw against Negate Super Abilities, for example...
Is it basically only useful against (PU1p64) "Borrow Power" which does give a save?
I guess it's a pointless bonus if you already have (PU3p15) "Immune to (Some) Super Abilities" since that applies to anything where a save is allowed. That would be immunity to Borrow Power (so you can't ever borrow Immune to Super, though I guess someone with Grant Powers could gift it to others) but not to Negate Super Abilities since it doesn't involve a savings throw.
With "take and borrow" referring (presumably exclusively?) to Borrow Power, what exactly would "negate or cancel" refer to, if not Negate Super Abilities?
PU3p73 "Life Leech" on 74 mentions a "Steal the Super Ability of Another" and 73 allows a savings throw to avoid HP getting stolen. It seems like this should fall within the spirit of the bonus, but the difficulty in applying it here is the mechanics. HP is basically stolen "unspecified" so it could be spent on ANY of the abilities, so when you actually make the savings throw, you wouldn't know whether or not to apply the bonus, since you wouldn't know whether it's applying to a super ability or not.
I think maybe in the LL situation, unlike the others where you can track a "vague pool", perhaps someone wanting to "steal the super" should have to specify before the save is made they are trying to get those HP for that purpose, in which case the HP goes exclusively towards the 0/20 pool for that person's power if their save is failed, which is less likely for someone who has the bonus from Grant Power (and be an impossible pool to build in the case of Immune to Super: automatic failure: you deplete their HP but waste it, going nowhere!).
Another way to do it might be to roll and if they fail, then apply the +5. If it's a success: you fail as before and it becomes "incapable of stealing super" HP, if it's still a failure, it becomes "capable of stealing super" HP which you do need to track differently.
We know the main power GP itself is immune to NSA:
- cannot be stolen, copied, mimicked or negated by another super being
But prior to that it also gives a bonus vs:
- attacks that would take and borrow, negate or cancel out any of this character's super abilities
It's unclear to me when this bonus would actually come up. As far as I can see you don't actually get a savings throw against Negate Super Abilities, for example...
Is it basically only useful against (PU1p64) "Borrow Power" which does give a save?
I guess it's a pointless bonus if you already have (PU3p15) "Immune to (Some) Super Abilities" since that applies to anything where a save is allowed. That would be immunity to Borrow Power (so you can't ever borrow Immune to Super, though I guess someone with Grant Powers could gift it to others) but not to Negate Super Abilities since it doesn't involve a savings throw.
With "take and borrow" referring (presumably exclusively?) to Borrow Power, what exactly would "negate or cancel" refer to, if not Negate Super Abilities?
PU3p73 "Life Leech" on 74 mentions a "Steal the Super Ability of Another" and 73 allows a savings throw to avoid HP getting stolen. It seems like this should fall within the spirit of the bonus, but the difficulty in applying it here is the mechanics. HP is basically stolen "unspecified" so it could be spent on ANY of the abilities, so when you actually make the savings throw, you wouldn't know whether or not to apply the bonus, since you wouldn't know whether it's applying to a super ability or not.
I think maybe in the LL situation, unlike the others where you can track a "vague pool", perhaps someone wanting to "steal the super" should have to specify before the save is made they are trying to get those HP for that purpose, in which case the HP goes exclusively towards the 0/20 pool for that person's power if their save is failed, which is less likely for someone who has the bonus from Grant Power (and be an impossible pool to build in the case of Immune to Super: automatic failure: you deplete their HP but waste it, going nowhere!).
Another way to do it might be to roll and if they fail, then apply the +5. If it's a success: you fail as before and it becomes "incapable of stealing super" HP, if it's still a failure, it becomes "capable of stealing super" HP which you do need to track differently.