Neutralize and Static vs. Non-Powers

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Neutralize and Static vs. Non-Powers

In some worlds, those without powers can harness certain power sources. This usually requires special skills. For example, cinematic martial-arts skills (e.g., Blind Fighting and Power Blow) and chi powers both depend on the user's inner strength, magic spells draw upon energies identical to those tapped by magical powers, and priests channel holy might to perform miracles whether they cast spells or wield divine powers.

For consistency's sake, Neutralize and Static should affect these capabilities. For instance, Neutralize (Magic) should temporarily cancel out a wizard's ability to cast spells, while Static (Magic) should work a lot like a "no mana" area. The user doesn't forget his special skills – they just don't work.

The GM decides which skills (and advantages) rely on a given source in his game world. The only hard-and-fast rule is that Neutralize and Static shouldn't interfere with "wild" advantages that aren't associated with any power source.

These guidelines also apply to artifacts tied to power sources. Examples include items that carry powers bought with gadget limitations, objects imbued with permanent capabilities by enchantment spells (see Magic Items) and similar special skills, and superscience devices related to powers (e.g., "psi-tech"). For instance, Neutralize (Magic) would temporarily render a magic sword mundane, while Static (Psi) would block artificial telepathic beacons and natural telepaths equally.