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#1 |
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Join Date: Sep 2007
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If all the super abilities are hidden in the AFs, then you might get away with No Signature on the base form cost of 15. (In human form, there's nothing else to mask until you change; the only weird ability you have at that point is exactly the ability to change.) Only 3 points that way, but still more than the Perk.
Certainly arguable that you should have to pay to mask the whole point pool as well. That would make more powerful supers easier to detect, or else more expensive to hide. If the setting is such that you need to hide from the Sentinels, then it's probably too cheap to let the supes easily hide for a point or three. |
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#2 | |
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Join Date: Jun 2013
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Quote:
With Alternate Form in play, there's another option available - put Super -10% on all of the abilities he gets access to when in any Gear above Neutral, but don't put Super -10% on Alternate Form itself. When not "transformed," he doesn't actually have the Super modifier at all, and thus won't scan as such. Note this will also mean the character can technically switch into First Gear (or higher) even when in a situation where his powers are suppressed... he just won't be able to use any of that form's special abilities. I do still feel the Perk is the most fair, however.
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GURPS Overhaul |
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#3 |
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Join Date: Nov 2011
Location: South Dakota, USA
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I was going to half-jokingly suggest I add Anaraxes' suggestion to "the list", but... maybe I should add a literal list of suggestions already given to my opening post? I mean, it is another good suggestion.
Since I don't know the specifics of "Secret Mage", I don't know how much help it is supposed to be. Is detecting that someone is a mage supposed to be really easy/common, or is it supposed to be a rare thing? Something in between? Then we can use that to judge what kind of settings with Supers would find the Secret Super Perk to be badly underpriced, fair, or maybe even a bit of a waste.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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| Tags |
| alternate form, detect, invisibility, supers |
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