08-05-2020, 10:32 AM | #61 | |
Join Date: Oct 2007
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Re: Muggle Power Ideas.
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And characters would not be allowed to use that enhancement without a really good reason. It would obviously be extremely rare for NPCs as well. |
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08-05-2020, 02:21 PM | #62 | |
Join Date: Jul 2008
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Re: Muggle Power Ideas.
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If all "powers" only work during the night under a new moon, but cost full price, they're ludicrously overcosted compared to 'mundane' traits.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-05-2020, 02:48 PM | #63 |
Join Date: Jan 2018
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Re: Muggle Power Ideas.
Just a question for anyone to answer. Has anyone done a GURPS version for the Archetypes and Avatars in Unknown Armies? if not, then I'll just open up another thread.
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08-06-2020, 03:37 AM | #64 | ||
Join Date: Oct 2007
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Re: Muggle Power Ideas.
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Quote:
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08-06-2020, 09:26 AM | #65 | |
Join Date: Jul 2008
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Re: Muggle Power Ideas.
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I find it very easy to compare - in both cases, you're putting a Limitation on all Power-associated Advantages. I don't know what the distinction you're drawing is.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-06-2020, 11:59 AM | #66 | |
Join Date: Jun 2013
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Re: Muggle Power Ideas.
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GURPS Overhaul |
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08-06-2020, 12:05 PM | #67 |
Join Date: Mar 2016
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Re: Muggle Power Ideas.
Maybe. After the End does it that way canonically. It just depends on the setting and the campaign.
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magic, muggle |
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