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Old 08-15-2015, 09:41 PM   #1
GreatWyrmGold
 
Join Date: Oct 2011
Default Alternativee Abilities versus Alternate Form

Characters with things that can be other things instead or are otherwise mutually exclusive are common in fiction, even without getting into the super-, sub-, and sister-tropes of the two I've shamelessly linked. In GURPS, there are three methods I am aware of of creating such mutually exclusive sets of abilities:

1. Alternate Form (15 points plus "base form" plus 90% of the difference between base and non-base "forms"). Requires concentrating for ten seconds (can be modified, of course), and can be forced into "base form" at any time by disabling the ability.
1b. AF with Once On Stays On (22 points plus cost of most expensive "form"). Requires concentration but not subject to being forced into any one form (though disabling prevents changing).
2. Alternativee Abilities (most expensive ability plus 20% of cheaper abilities). Technically, all the abilities are one ability, making it relatively easy to cripple them all at once. Also, there doesn't seem to be any required activation time.
3. Split Personality (-15*). Technically only allows mental disadvantages and quirks, but I see no reason not to allow mental advantages into the mix—or even to build involuntary shapeshifting disadvantages off of it!

#3 is different enough from the others that its purpose is obvious; my question today is what hidden advantages the Alternate Form of approximating these variable abilities has over the Alternative Abilities.
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alternate form, alternative abilities, not rwby, shapeshifting, swiss army weapon

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