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#1 |
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Join Date: Dec 2015
Location: Orion Arm of the Milky Way
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... And I have another Morph thread.
Would a Morph that replaces all your physical (dis)advantages and your stats with the ones on the (racial) template be any different from how it's defined in Basic? Basically it would make everyone have their own "racial template" instead of having, for example, all humans share the same racial template. I'm looking for something where you can just take the stats from an animal or monster, say for example a Tiger, and then not have to make a lot of adjustments afterwards for things like personal ST, DX, Per, etc. It's the difference between morphing from a strong "Human" with ST 10+4 into a strong Elephant with ST 28+4, or from a "Strong Human ST 14" into a normal Elephant with ST 28. In other words the whole "racial template" thing in Morph replaced with something more like a "physical template".
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Hi, I'm new to GURPS. I've played (A)D&D 1/2/3(.5)/PF/4/5, M&M, SW:SE*, GW. *Favourite My job is the next best thing after being an Astronaut: Building and using the biggest telescopes in the world. |
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#2 |
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Join Date: Jun 2006
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I wouldn't allow that. Notionally I suppose it is no more broken than Morph is in general, but the racial templates only limitation is *important*. Without it, you are essentially turning anything you can define as physical into a Modular Ability pool, and one you can make as big as you want by adding additional disadvantages at that. If you want that, buy it as a form of Modular Abilities, not Morph.
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-- MA Lloyd |
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#3 | ||
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Join Date: Dec 2015
Location: Orion Arm of the Milky Way
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Let me do an example. Take the House Cat B456. Quote:
I'm ignoring the possibility of higher IQ and without things like Bestial for the sake of this example. With standard rules they would become: Bill the Cat (ST8;DX16;IQ4;HT12) and Jake the Cat (ST2;DX14;IQ8;HT10) with lot's of mathematical adjustments to HP, Will, Per, FP, skills, etc. Bill will be a very strong and nimble cat, while Jake will be a weak and intelligent one. In both cases the template will be -82 points. I think this is a lot of work and can result in unrealistic cats who can carry horses. In my proposal both would end up as a cat with ST4;DX14;IQ4;HT10. Now this would be -182 points for Bill and -142 points for Jake. Bill would be able to transform into 40 point more powerful forms than Jake, but if they both pick the same form, they would have the same physical abilities.
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Hi, I'm new to GURPS. I've played (A)D&D 1/2/3(.5)/PF/4/5, M&M, SW:SE*, GW. *Favourite My job is the next best thing after being an Astronaut: Building and using the biggest telescopes in the world. |
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#4 |
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Join Date: Sep 2004
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I wouldn't let you cash in on your existing attributes as though they are part of your Morph pool to take on a more expensive form. Either take them as pool points or keep your relative attributes. If you have Improvised Forms (enhancement to Morph from Powers), you could just spend unused pool points in any way you want as long as it's part of some template on some form you know anyway.
I have used something very similar under a different context and it worked pretty well. My test case was a Supers game where you could "morph" into other supers treating each Supers powers that power modifier as a racial template. Morph itself could (and usually was) be limited to a single power modifier. If it did powers only (not appearance), add flawed. In a larger context, I'd find it reasonable to enhance morph to duplicate attributes, advantages, and disadvantages of a particular person so that you could morph into an athlete and have the same potential (not skills) as if you transformed into an animal with different stats. That's probably worth +20% which can be offset if you can't change into other races (about -20% for staying in a humaniod shape). Furthermore, unless you have improved forms, it's still a package deal (with a similar caveat for mental disad and low IQ). Last edited by naloth; 01-10-2016 at 11:38 AM. |
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#5 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I've noticed a trend in your posts. They sound less like someone who is trying to understand Morph, and more like someone who has a specific problem he's trying to address. If I'm correct, why don't you just explain what your problem is? Perhaps we can help you better build your character, or point you to a more specific solution. Often, I find I'm using the wrong tools for the job, or I'm making a bad assumption, and I don't realize it until I lay my cards on the table for others to see.
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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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#6 | |
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Join Date: Nov 2008
Location: Yukon, OK
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And the D&D reference isn't doing some of us any good as not everyone is familiar with the material. Justr say as specifically as you can what your trying to do, including limitations you want to carry over. However remember convert the idea not the mechanics when possible.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 | ||||
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Join Date: Dec 2015
Location: Orion Arm of the Milky Way
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No free points. Quote:
Morph, Alternative Form, Modular Abilities, Alternative Abilities and the various ways of mixing and matching them seem to be the technical mechanics used to model various forms of shapeshifting in GURPS. I'm not trying to make a specific character, as the current adventure is in a setting that is more mundane than supernatural/magical. I was trying to make a shapeshifter initially, before I got the details of the setting, and I'm still experimenting with what can be done with GURPS and various shapeshifting concepts. It's not unlikely that the next adventure, set in some kind of space opera setting, will allow a shapeshifting character. In the mean time I'm just trying to understand the various ways you can represent shapeshifters in GURPS, not build a specific one. Quote:
The abilities of Marian Manhunter, Zam Wessell, Maya, T-1000, Sirius Black, Odo, Martia, Mystique or Beast Boy are often less defined, or only in a paper copy I have on my shelves. Quote:
I found this an interesting alternative way to define a morph type power for two reasons: - It saves some calculations. You can just use the House Cat values as stated. On complex creatures it can save quite a bit of calculations. - It prevents shifting into House Cats that can drag around 500+ lb, unless you have Improvized Forms. Or one with 0 ST. Which could be weird depending on the setting. There didn't seem an existing way in the Basic books to do this.
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Hi, I'm new to GURPS. I've played (A)D&D 1/2/3(.5)/PF/4/5, M&M, SW:SE*, GW. *Favourite My job is the next best thing after being an Astronaut: Building and using the biggest telescopes in the world. Last edited by RogerWilco; 01-10-2016 at 02:59 PM. |
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#8 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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2) ...if something sounds odd, consider whether or not the GM is supposed to be competent enough to just tell you "No.". If you read up on the various animal templates in Basic, most animals have a much smaller range for attributes than humans do. If the form is supposed to restrict what you can do, then the GM should simply tell you "Nope; you can copy a housecat but you can't make it superhumanly... er... super house cat-ly strong." But Shapeshisfting is not a realistic thing and in many settings it makes total sense that yes, your shapeshifter can ignore the true limits of the animals physiology because that is just how your powers work, same way you are allowed to keep your intelligence that far exceeds what a brain of that size and configuration ought to accomplish. 3) Actually there are a lot of Advantages used by characters that are comic book shapeshifters but which are not built into Morph. A pretty classic example is Stretching. If you don't need the racial template to have it in order to stretch, buy Stretching. Then your shapeshifter can "morph" (lower case "m" because I am using it as a verb like in said comic books) your arm into a longer shape. I think there is an enhancement to allow you to transplant features from different memorized forms, but if you want to make the math easy? Be prepared to spend a lot of points but just buy everything with the Switchable Enhancement with the Special Effect "Learned how to morph into this regardless of current Racial Template." Then you can always sprout Gills, Claws, Wings, whatever.
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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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#9 | ||||
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Join Date: Dec 2015
Location: Orion Arm of the Milky Way
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You seem to have totally missed the point I'm trying to make.
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It makes the math a lot simpler too. Quote:
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Hi, I'm new to GURPS. I've played (A)D&D 1/2/3(.5)/PF/4/5, M&M, SW:SE*, GW. *Favourite My job is the next best thing after being an Astronaut: Building and using the biggest telescopes in the world. |
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#10 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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When I run morph I generally allow some of a players traits to count as part of their morph pool, especially strength. You should be able to transform into a bouncer or a butler, if you have the points for it, and it makes more sense for such forms to have their natural strength. I do limit such forms to 'wearing their traits on their sleeves'. If you want to boost your strength to 16 this way, you have to look like a hulking strongman. It can be argued though that these are still GM-built templates.
For me, you must specify whether a trait is part of a pool or not on character creation. If it is, you can NEVER gain its benefit except in your natural form or as part of a template. And while I'm generous about letting you make extra big wolves, I'm a stickler about making extra dexterous or extra intelligent ones.
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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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