eliakon wrote:You can't negate GP.
You can negate their OTHER powers... but they get a bonus vs that too.
Its not hard.
The hardness is that there is no savings throw against Negate Super Abilities.
A bonus is only useful if there's a resistance roll with a target number to apply it to.
So I'm asking, aside from Borrow Power and Life Leech, what other things would involve a savings throw for this bonus to be used against.
green.nova343 wrote:Well, as you pointed out, the Grant Powers description specifically states that the Grant Powers cannot be stolen, copied, mimicked, or negated "by another super being".
I would say it's expressly saying that the major abilities Negate Super Abilities & Mimic (that's the "Negate" and "Mimick" part), nor will the "Steal the Super Ability of Another" from Life Leech in PU3 or Borrow Power from PU1 work (that's the "Stolen" part), & if using the Duplicate Selves powers I would guess that the duplicates lack Grant Powers themselves (that's the "copied"). If there are other powers out there with similar abilities, they'd fall under the same restrictions.
There is however, a key phrase there: by another super-being. It says nothing about your powers being stolen, negated, or copied/mimicked by a non-super-being...
I am at fault for an incomplete quote here: it is actually:
another super being, magic or device.
green.nova343 wrote:Nor does it say anything about it being immune to manipulation by deities, Rifts Alien Intelligences, or other such powerful beings.
Do we have examples of them doing it using something other than magic?
green.nova343 wrote:And most importantly, it leaves Grant Powers open to negation by "conventional" means...such as the Power Dampeners from Gramercy Island, or the ABE (Aberrant Biological Energy) Dampeners in Aliens Unlimited. The former don't have a saving throw; they just require all 5 to be fitted & activated for the powers to be negated, & destroying each one gives a 20% cumulative chance of restoring powers. The latter are functionally identical to the Negate Super-Abilities power (as well as interfering with bionics, psionics & magic).
Since these are "devices" they couldn't stop/take Grant Powers but these are interesting considerations for other abilities.
Since there's no savings throw it sounds like a +5 wouldn't be helpful, much like NSA.
green.nova343 wrote:There are also a couple of instances where magic has the potential to negate superpowers. First off, a Mystically Bestowed character can lose their powers temporarily if someone casts Negate Magicl or Anti-Magic Cloud spell, causing them to revert to their normal unpowered self. Theoretically, then, a Mystically Bestowed character with Grant Powers could have the chance to (however temporary) lose their powers if they fail their save vs. magic; in this case, I would consider that to be an "attack that would negate" their super abilities, so they'd get the +5 bonus on the save (in addition to the +4 if saving against Negate Magic; since that spell would only turn them back for maybe 1D6 rounds, though, & Anti-Magic Cloud both seems more powerful -- being referred to as a "spell of legend" -- & having a longer duration -- the implication being that while the cloud is there only the caster's magic is supposed to work -- they'll be glad of that +5 bonus on the save).
Another option was technically omitted from HU2, but was found in HU Revised (as well as PFRPG & in Rifts CB1/Dark Conversions): Circle Magic. The Power Leech Circle cuts magic spell effects in half (including treating the caster as half their normal level), as well as affecting "non-physical super abilities" (HU Revised, p. 105). Again, if you have Grant Powers because you're a Mystically Bestowed hero, that's going to affect you...& even if you're not Mystically Bestowed, it would be up to the GM to decide if Grant Powers is a "physical" or "non-physical" super power. But at least your +5 bonus helps offset the -2 penalty for saving vs. circle magic.
Good point about the magic, especially with Power Leech. That's one downside I guess about losing the Circle Master from HU is there isn't really anywhere to keep errata about how it would affect super abilities.
Might've been useful in the Conversion Book since it introduced circles/supers simultaneously.
green.nova343 wrote:By the same token, I would also treat the Mystic Drain ward used by the PFRPG Diabolist as the equivalent of the Negate Magic spell, but only the Grant Power's +5 bonus (plus any PE bonuses) will apply...but only Mystically Bestowed abilities would be affected.
Whereas the circles would affect any power, magic-fueled or not?
green.nova343 wrote:That covers the RAW & near-RAW examples. Theoretically, however, you could have a home-rule psionic power or additional spell that could duplicate or approximate how the Power Dampeners work (i.e. negating super-abilities in non-magic-based heroes).
Since you mentioned psi, if it was at all possible to Mind Wipe the memory of how to use a particular power, perhaps the immunity / +5 could apply there?