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Old 04-01-2017, 04:55 PM   #1
johnnyschad
 
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Default GURPS Supers: Alternative Attacks

I'm at a loss on how to build a character concept given to me by one of my players. He wants random, mutually exclusive powers to manifest for a few hours each. So, for a few hours he could walk on water, after which he could be super strong but no longer walk on water. A few hours after that, he may have no power at all, but smell like cookies.

I'm trying to contort "Alternative Attack" into accommodating his concept, but maybe (I hope) there is a better way?

Thank you in advance for any helpful advice.
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Old 04-01-2017, 05:37 PM   #2
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Default Re: GURPS Supers: Alternative Attacks

In powers there is something called "alternative abilities", which expands alternative attacks to apply to abilities. There are some differences between the two though.

Another option is alternate form. Each power set becomes a different alternate form, priced at 15 points (except for the first one). Other than the alternate forms, he only pays for the most expensive set. Then stick on unconscious only and uncontrollable. The text for those references stress, but time is probably similar enough: he doesn't have the ability to NOT exhibit the form, and he also doesn't have the power to exhibit any specific form if he wants to. Note you only place those limitations on the 15 points of alternate form, not on the core abilities.
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Old 04-01-2017, 05:38 PM   #3
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Default Re: GURPS Supers: Alternative Attacks

What is your difficulty with Alternative Abilities?
I would put some kind of Nuisance limitation with Uncontrollable as a starting point for the value.
You could also do this with set of Alternate Forms which may very well be cheaper. I would if using that give the player a heads up on the form he is changing into which could warn them of what powers they are changing into.
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Old 04-01-2017, 05:47 PM   #4
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Default Re: GURPS Supers: Alternative Attacks

You might also be able to start from Modular Abilities and Unconscious Only (which amounts to the GM plays your power and not you), if he really wants random powers and not a known set. Somebody would still need to make up a list of stuff that would fit in the module though for the GM to pick from, possibly randomly, at intervals.
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Old 04-01-2017, 09:26 PM   #5
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Default Re: GURPS Supers: Alternative Attacks

Part of the charm of this character is that the nature of the power is unknown to the *player*. At the player's request, I'm hiding all the the powers from him. Furthermore, his only guideline for powers was that they not change his appearance in any way, so there *will* be times when he has no clue what is currently-on power is, if any.
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Old 04-01-2017, 10:16 PM   #6
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Default Re: GURPS Supers: Alternative Attacks

Thank you everyone for your input. I didn't know about "Alternate Abilities". I think that aught to do the trick.
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Old 04-01-2017, 10:32 PM   #7
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Default Re: GURPS Supers: Alternative Attacks

Hmm, what about Skills? Can he suddenly know Kung Fu for a few hours?
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Old 04-01-2017, 10:37 PM   #8
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Default Re: GURPS Supers: Alternative Attacks

If you use modular abilities, skills can certainly be in the mix.
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Old 04-01-2017, 10:47 PM   #9
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Default Re: GURPS Supers: Alternative Attacks

Quote:
Originally Posted by johnnyschad View Post
Hmm, what about Skills? Can he suddenly know Kung Fu for a few hours?
Yeah Modular Abilities could cover skills but Alternate Form can as well.
the normal limitation is for "racial" templates which may include some skills (Tracking, Brawling, Climbing, etc) but for a Supers game anything goes.
The AF method would not require the player know what ability he was gaining, that was just a suggestion to help him out.
MA is good for a lot of cheap ability sets.
AF is only better if you have at least one expensive power set and significantly better if you have more than one.
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Old 04-01-2017, 10:55 PM   #10
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Default Re: GURPS Supers: Alternative Attacks

Excellent. Thank you all.
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