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#11 |
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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#12 | |
Join Date: Dec 2007
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#13 |
Join Date: Aug 2018
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Secret Mage perk sounds way over-powered, pretty much every mage is going to want that.
The approach of using "Obscure: Detect Magic" sounds a lot more fair considering those benefits. This the approach Powers 64 has for Obscure: Detect POWER If Secret Mage is allowed then there should be some way of buying increased chances of critical success with Detect Magic. Given that Secret Mage is itself a magic perk, it probably would not function in No Mana so using Mana Damper should be able to deactivate it if the mage is in range, though that's a pretty hard setup. |
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Tags |
alternate form, detect, invisibility, supers |
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