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#11 |
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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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