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#11 |
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Join Date: Oct 2009
Location: Plugerville
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Generally speaking, I would not expect a character to forget their intent in just a few minutes, even if they change into a less intelligent form(they may forget why, but if you are an experienced morph, you should have no difficulties switching to an IQ 2 snake to get through a crack in the wall and then turn back on the other side)
Basically, if a given animal can be trained to do X I would be surprised if your GM would not let you change to that animal, do X, then change back. Also, if you have a template worth less than -20, why would you not reduce the IQ penalty until either you have IQ >6 or you have a template cost > -20? Many of the traits of wild/domestic animal (cannot speak, hide-bound, social stigma, fixed IQ) are not a significant hindrance to a morph unless they cannot change. (need to talk: turn human, then you can talk for example) Perhaps you need to turn back into a human from time to time to do things like navigate, but I would not expect a morphed Heron to have problems with 'fly this direction until night-fall, then land and turn human again' |
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#12 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Assuming you buy off all of the racial mental properties (i.e. you remove the racial perception and will bonuses) most smaller animals are cheap enough, particularly if you remember that No Fine Manipulators (-40%) applies to DX.
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#13 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The Morph rules explicitly permit you to omit your forms' mental limitations. Thus, you are free to adjust racial IQ just enough to get a 0-point template cost. If your hypothetical beast template is worth -40 points with IQ-6 (racial average IQ 4), you might turn into a borderline-sapient one with IQ-4 (racial average IQ 6) that has a 0-point template. In fact, going from, say, IQ-6 [-120], Will+6 [30], Per+6 [30] (-60 points in all) to IQ-4 [-80], Will+4 [20], Per+4 [20] (-40 points in all) won't add 40 points, but just 20, so you could manage even a -20-point template this way. Such logic is applied in Were-Forms (Horror, p. 61).
Also remember that personal adjustments are retained between forms. If you have IQ 12 [40] as a human, your personal +2 to IQ relative to the norm carries over. This means that even as a baseline racial IQ-6/IQ 4 beast, you have IQ 6, while as an enhanced racial IQ-4/IQ 6 or IQ-2/IQ 8 beast, you have IQ 8 or 10. Once you're at or above IQ 6, you're sapient. You're canonically allowed to understand technology and language (p. B15). You should be able to carry out basic plans you made while you were at full IQ about as well as a dumb-but-loyal NPC; e.g., using your high-Per, flying beast form to gather information. You can do all the thinking (e.g., making IQ rolls for analysis) in your smarter native form. Having low IQ in beast form mainly hurts you when you need to use IQ-based skills (but note that Observation, Tracking, etc. are Per-based, and Per is often very good for animals . . . and so is DX-based Stealth), and when you have to revise your plans (which often calls for IQ-based skill rolls). The trickiest part has the least to do with the rules: To what extent does the GM allow smart players have their dumb characters do smart things? This isn't limited to Morph; it arises whenever a bright gamer (say, GURPS IQ 11-12) is playing a dim ogre or troll (IQ 7-8), or even an ordinary Joe (IQ 10). A good fix is to tell the player, "Make an IQ roll. Success means your character was able to come up with your clever idea." This gives even dumb animal forms a chance to respond intelligently to a situation, but keeps them from being tactical geniuses.
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#14 |
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Join Date: Sep 2004
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The first two things to consider is that most animals have both Wild Animal (-30), Morphology metatrait (usually Quadruped for -30), and get a -40% discount for ST and DX. Often even "big" animals are affordable if you drop a few points off IQ.
You can take a trip to the zoo, pick ~10 animals and people. You'll have a couple of combat forms, any type of movement you want, something good for stealth, and the ability to impersonate a few people as well. |
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#15 | ||||
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Join Date: Sep 2004
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Your basic exotic movement forms (fish, birds) don't need their strength or hit points much because they are for getting from point A to point B or bypassing specific terrain and not fighting. Your basic melee combat forms are their just for that mauling someone with your improved raw strength or exotic damage types (constriction or poisons typically) Your transport form is their to make another PC travel faster (enhanced ground move) While various assassination or infiltration forms takes heavy advantage of simply being able to look like someone or something else to create an intelligence or massive combat advantage (looking like the targets dependent and getting a free surprise attack round on them). |
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#16 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Is it more worthwhile if you apply a bunch of enhancements that remove the limitations you mention? Sure. Is it less worthwhile if you apply a bunch of limitations (like Limited Use, Once per Day, or Corrupting (Animal Traits), etc)? Of course. That's what Enhancements and Limitations do. But that's an entirely different topic.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 01-09-2016 at 07:52 AM. |
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#17 | |||||||||
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Join Date: Dec 2015
Location: Orion Arm of the Milky Way
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*) In some settings things can be interesting at the top of the food chain. There's always a bigger fish - Qui-Gon Jinn Quote:
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#18 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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There's a limitation in Horror called "Corrupting." In essence, the more you use the trait with the limitation, the more you're slowly "corrupted" until (if you don't find a way to get rid of the corruption), this manifests as a loss of points. There's all sorts of ways you can model that loss of points: You could slowly go mad, your body could be hollowed out or, in this case, I'm suggesting that you take traits that manifest your increasingly bestial nature. You might start off with unnatural features, and then move on towards atavism or even lost IQ (though that would take awhile).
I just tossed it out there as an example of what sorts of limitations one might apply to Morph. Another might be "Magical -10%", or... I'm sure we could find a limitation that gives you a "tell." That's a classic shapeshifter problem.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#19 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Are we talking about crossing a river or ravine, or are we talking travelling for a few weeks in animal form? Because if it's the former, a GM who says "You change into fish form and jump into the river? HA! Barracuda!" is a jerk, unless you took the disadvantage "Cursed" or something. If you're talking about travelling for quite a while in your animal form, then you should expect to meet a predator, yes, which is no different than when you're a human (humans aren't the top of the food chain either), but animals are actually pretty well equipped to deal with predators.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#20 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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He also has demonstrated several probably Mental Disadvantages that would make even a high IQ character come across as "dumb". Also could depend on the version. Of course the Teen Titans Go version does a lot of stupid things because it is a silly show. The regular Teen Titans animation had plenty of cartoony moments that also would make Beast Boy appear far duller than he would in a serious take on the character. Genre/medium conventions can be hard to filter out when trying to replicate a character. I wouldn't use him as a "baseline" for characters with Morph.
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