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#1 |
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Join Date: Nov 2011
Location: South Dakota, USA
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This came up while trying to build a Supers character I've had lurking in my head for the last decade or two. The short version is that, when not actively using their Super powers, they don't "register" as a Super to the in-setting means of detecting supers/super powers.
For example, if another character has Detect that works on any trait with the "Super" Power Modifier,* it wouldn't actually work on the Super I've been trying to build unless he's actively using his powers. The same goes any technology that can detect traits with the "Super" Power Modifier. This effect seems a bit to valuable to argue for it as "fluff". Would it be some form of Invisibility? Or maybe use Alternate Form if the form without any powers already enjoys this benefit? Yes, this means he'd need time to transform into the super-powered version of the character, but I was debating doing that anyway. *If this isn't a kosher option for Detect, feel free to let me know how to model a similar effect. Addendum: The character I'm designing is not for any specific campaign. Just an idea that popped into my head some time ago, and something finally got me to the point of "...okay, let's build him in GURPS." The good news/bad news is that means I can't tell you things like "The GM said this is okay." or "That is off limits."
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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! :) Last edited by Otaku; 02-23-2023 at 10:18 AM. Reason: Added Addendum |
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#2 |
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Join Date: Jun 2013
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Canonically, this would be Obscure 10 (Detect Supers; Stealthy +100%) [40] with a further Limitation for only working on yourself (I think Thaumatology: Sorcery put it at -10%, which would reduce the cost to [38], but I could be misremembering). Always On -50% might be appropriate (reducing cost by [10]), although a lesser Limitation value may be more fair considering it can be turned off; perhaps -20% (saving [4]) would be better? Regardless, you'd probably set it as an Alternate Ability to the Metatrait that represents all of your character's powers - basically you can switch between having the Obscure and having all of your powers. Most likely the Obscure will cost less, reducing cost to 1/5th. Putting it all together, it's probably Obscure 10 (Detect Supers; Stealthy +100%; Always On -20%; Self Only -10%; Alternate Ability x1/5) [6.8], which rounds up to [7].
If there are multiple distinct means of detecting supers, you may want to toss on one or more instance of Extended +20% to cover additional means. It's up to the GM if these means are sufficiently-distinct to call for it. If you think hiding from something that detects supers is less useful than being invisible or inaudible, you could adjust the base price of Obscure.
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GURPS Overhaul Last edited by Varyon; 02-21-2023 at 01:17 PM. |
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#3 | |
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Join Date: Apr 2019
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From Thaumatology: Magical Styles, this perk:
Quote:
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#4 |
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Join Date: Jun 2013
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Honestly, this is probably priced more fairly than my Obscure build. Obscure isn't a great fit for this - it has the same base cost regardless of if you're blocking vision or a vague detection ability, it's priced assuming it's an area effect, and so forth - but is the only real building block we have for stuff like this. My first assumption was a Perk anyway, so this works better.
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GURPS Overhaul |
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#5 |
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Join Date: Nov 2011
Location: South Dakota, USA
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I thank both of you for your answers! The Perk sounds good to me, but I'll keep the Obscure build just in case.
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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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#6 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Immunity to Detect might be useful as well. That might be at the [5] level, and might be at the [10]
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#7 |
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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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| alternate form, detect, invisibility, supers |
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