05-25-2019, 01:35 PM | #1 |
Join Date: Feb 2016
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Supernatural Interference
In fiction, supernatural powers are often portrayed as being antagonistic with technology. In the majority of fictional settings with such a relationship, technological devices inhibit supernatural powers, but some fictional settings have supernatural powers inhibiting technological devices. I was wondering what would be the best way to represent such an inhibitory factor?
One possible way would be to have any character suffer a negative modifier equal to the TL of a device when they are using technological devices for, by, or against a character with supernatural powers. The penalty would be decreased by the SM of the device and increased by the SM of the character with supernatural powers (minimum penalty of '0'). Gadgets and Signature Gear would be immune to such penalties, as spending CP for them would insulate them from the negative effects of supernatural powers while they are used by their original owners, though any thief would suffer full penalties. So, in a TL8 setting, characters using technological devices would suffer a -8 to the appropriate skills when used for, by, or against characters with supernatural powers (modified by SM as stated above). For example, a character using a SM-4 TL8 pistol would suffer a -12 to skill when trying to target a supernatural character while they would only suffer a -4 to skill when transporting a supernatural character in a SM+4 TL8 van. The penalty could be reduced for lower TL objects made with traditional methods and materials, but it would only be ignored when using technological devices purchased as Gadgets or Signature Gear. What do you think? Do you use anything similar in your games? If not, would you want to adopt the rules that I have presented in a setting where supernatural powers interfere with technological devices? |
05-25-2019, 05:18 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Supernatural Interference
That works,you can also base it not on carried but nearby amount of tech and dont have to tie it to TL. Any tech over say 4 could cause a penalty based on mass or amount rather than based on TL.
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05-25-2019, 05:49 PM | #3 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Supernatural Interference
You could also tie it into mana level and/or Magery levels. For example, a Magery 3 character using a flintlock in a low-mana zone would have a -2 penalty (-3 for Magery, -4 for TL4 flintlock, +5 for low mana).
I think I'd also include high tech items that are crafted with magical materials and methods which don't suffer the penalty - obviously that'd vary by setting needs, but having orichalcum circuitry in your cell phone just sounds cool. |
05-25-2019, 06:36 PM | #4 | |
Join Date: Dec 2007
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Re: Supernatural Interference
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05-25-2019, 07:17 PM | #5 |
Join Date: Feb 2016
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Re: Supernatural Interference
The penalty is for the use of the technological device, not the use of supernatural abilities. For example, the magical would suffer -14 to use a cell phone (-8 for TL8 and -6 for SM-6), meaning that even turning it on could cause it to fry. As for the clothing, the penalty would probably only apply to the Sewing roll to repair it, rather than anything else. Signature Gear would probably be reserved for armor, weapons, and vehicles.
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05-25-2019, 09:26 PM | #6 |
Join Date: Dec 2007
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Re: Supernatural Interference
One no more needs a skill roll to use a cell phone than one needs a skill roll to put clothes on.
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05-25-2019, 10:20 PM | #7 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Supernatural Interference
Utterly trivial behavior tends to be at +10. So acts that would never require a roll for most characters could if penalized heavily such as the example stated.
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05-26-2019, 08:51 PM | #8 | |||
Join Date: Sep 2010
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Re: Supernatural Interference
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But, what you might want to do is take a very close look at the sidebar on pg. 60 of Thaumatology and work backwards from it. But I'd go with more the suggestions in the last two paragraphs rather than the first effect mentioned. Quote:
Also, I'd throw out the size modifier adjustments and not include the Gadgets (especially this) or Sig Gear as being immune. One other thing you might consider is what would the range of such inhibition be? Quote:
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05-27-2019, 12:17 AM | #9 |
Join Date: Jul 2018
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Re: Supernatural Interference
For the "Magic screws up technology" side of things, Pyramid 3/78's article "Cursed Thou Art" has a blatantly-Dresden-Files-like Techbane Anti-Talent which could work, either as part of a supernatural template (either always-on or at reduced value and limited to when they're using their powers) or as a Temporary Disadvantage on the powers themselves.
Re: the "would I use it", not outside of a game set in Dresdenverse specifically (or another setting where that's a major conceit, but... I can't think of any right now). It cuts out Magitech and Technomagic as options and that just does not fly for me. |
05-27-2019, 11:09 AM | #10 |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: Supernatural Interference
I think your solution reasonable, though I always wonder why iron objects (made of more than one part) cause magic to fail outside of early DnD.
Is the ban on guns or hinges, or springs? :) I realise you wish to model tales where this is a given, yet I would have the question asked in-game-world. It might even lead to a discovery about how things work for the curious who live in that world. In a game, when a character scoffed at the idea of a ship made of iron, I had his wife demonstrate an earthenware cooking pot floating in a bucket of water. He tried a small iron cauldron and it floated. Cue animated discussion about the scientific method as in the Dark Ages... :) Hope this is useful. |
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