Date: Fri, 10 Oct 1997 13:52:11 -0400 From: Hunter Johnson Subject: Multiple Forms, Second Edition After beating up on the Garou template for a little while, I realized I hate the current incarnation of Multiple Forms. Here's something I cooked up quickly to replace it. Please try to break it and let me know how it goes. :-) Copyright (c) J. Hunter Johnson ADVANTAGE: Multiple Forms COST: Variable This is a super or racial advantage, and is not available without an Unusual Background (Super) or as part of a GM-designed racial package. Increased attributes, advantages, and skills associated with a particular form are called "improvements" below. One of the character's forms is his "normal" form. This is the form he was born in, that he sleeps in, that is pictured on his driver's license, and that he will revert to when unconscious. Most likely, it is the form that he works in, although if he has a "super job" he would use the other form(s). If the other forms have legal identities of their own, the character must buy one or more Alternate Identities (p. CI20). If the other forms do not have legal identities, but can be traced to the character (same fingerprints, same look in the eyes, etc.), this is worth no points if the trace is automatic (the other forms look exactly like the base form) or 5 points if close examination is required. If the other forms are "untraceable" (different appearance, fingerprints, etc.), this is worth 9 points (Zeroed -10%, base form can be traced). If the base form can't be traced either, 10 points (as Zeroed, p. CI 32). If the multiple forms are secret, take Secret Identity (p. CI 79). Note that Secret Identity is taken only once, regardless of the number of forms. The default change is wholly voluntary. If the change is normally voluntary but can also be triggered by external stimuli, this is worth -5 points, modified by the frequency of the stimulus (use the Enemies frequency modifier or the DR levels of commonality as a guide). If a particular form can only be reached involuntarily, reduce the value of its improvements and disads by -50%, ignoring the modifications below. If the form is involuntary *and* GM-controlled (your typical horror werewolf), ignore its improvements and disads, treat it as a 15-point disad, and take appropriate Secrets, Flashbacks, Nightmares, Voices, etc. Attributes, advantages, disadvantages, and skills shared by all forms are bought normally (as are the Identity traits above). Any enhancement or limitation can be applied to a form just as it is applied to a super-advantage (not super-power). The percentage is applied to the improvement cost. Remember that each minute counts as a "use". For instance, if assuming a certain form costs 1 fatigue per minute, all the improvements associated with that form would be at an additional -5%. Imporvements possessed by a form can be offset by disads and attribute reductions in the same form. Disads for a form are limited to the value of the improvements for the same form, before the modifications below (but after the mods for enhancement and limitations above). Improvements are then taken with the -10% limitation Only in Altered Body Form. If the character has more than 2 forms, improvements taken by a single form *other than the highest improvement value one* can receive -20% for this limitation. Non-shared disads are worth half as much if possessed by the highest improvement value form, or one quarter as much by any other form. ******* Hunter