Post by wayne on Sept 22, 2003 8:55:02 GMT -5
This one could be difficult to handle, as it could require a player to roleplay up to 10 different people! GMs should suggest players don't design more characters than they can handle.
MULTIPLE PERSONALITIES
Cost = 30 white stones
Description
This gives a character a fractured psyche. Up to 10 different personalities (each of which must be given a name and actual personality traits) can reside within the character's body. Each must be defined at character creation, and the number cannot be altered later.
During player design, the player first designs the "host" personality; this personality counts as one of the 10 max, and represents the dominant portion of the original (pre-fracture) personality. The host is designed with 40 stones as normal, 30 of which are spent on this Modifier.
Each of the other personalities is then defined. A secondary personality applies up to 10 cost levels to alter new or existing mental Actions and Modifiers of the host, and/or to alter Intelligence. (Altering Intelligence requires 2 cost levels to alter it by 1 if the host has purchased Intelligence-based energy, which cannot be changed by secondaries.) Specialties for mental Actions can be freely altered, but options and Ability bonuses may not. Mental Actions and Modifiers that can be altered include, but are not limited to, the following:
Black Ops/Spying, Close Combat, Gambling, Genetic Engineering, Leadership, Ninja, Medical Healing, and Hunting/Tracking. (Close Combat and Ninja can only be altered if the Intelligence bonus was chosen.)
Photographic Memory, Precognitive Flashes, and minor Translations may be removed/acquired for 1 cost level each; Universal Translation for 3 cost levels. Telepathy and Telekinesis may only be altered if the host purchased them, with the Intelligence bonus (even if at Action Number 0.) Among the attributes definitely not alterable are Targeting, Prescience, and any major Invulnerability. Finally, Mental Challenges may be removed by applying 1 cost level per stone refunded by the Challenge.
Each personality is fully aware of all the others' presences, has full knowledge of what occurs when they're in charge, and has full control over switching to any of the others. Switching to a new personality requires a panel, in which the character is immobile, and the switch lasts for an hour before control reverts to the host (unless another switch is made.)
Options
Comments
This is essentially the mental variation of Metamorphosis, although there's not as much leeway given in your ability to change. However, this is a great way for your character to have access to a wide variety of mental assets.
Rule for Modifier Box:
Example
Jack, aka "SWITCH", is a friendly, easygoing character with the following stats (40 stones):
INT: 5* -- STR: 2 -- AGI: 2 -- SPD: 2 -- DUR: 2 -- HEALTH: 2 -- ENG: 10i
Wealth (0) -- Mental Defense (+3) -- Multiple Personalities (listed below)
Dangerous Enemies (-2w) -- Teen Angst (-1w)
Social Skills: 1 -- Close Combat: 1 (+INT) -- Ranged Combat: 1
Telepathy: 0 (Read Minds, Create Illusions, INT Bonus)
However, he also has 3 other personalities resident:
JAEGAR -- ruthless, angry assasin, implanted by a govn't agency
Gains Black Ops/Spying at level 2
Gains Concentration at level 3
Close Combat is +4
No Teen Angst
THEODORE -- a wild, reckless, partying side of Jack's ego
Social Skills are +3
Telepathy is +7 (Mental Defense shifts to min. of +7)
NAPOLEON -- another implant. Cold, reserved, and focused
Gains Tactics/Strategy at level 3
Gains Leadership at level 3
Gains Psycho-Centric Power Template at level 3 (no comp. interface)
No Teen Angst
MULTIPLE PERSONALITIES
Cost = 30 white stones
Description
This gives a character a fractured psyche. Up to 10 different personalities (each of which must be given a name and actual personality traits) can reside within the character's body. Each must be defined at character creation, and the number cannot be altered later.
During player design, the player first designs the "host" personality; this personality counts as one of the 10 max, and represents the dominant portion of the original (pre-fracture) personality. The host is designed with 40 stones as normal, 30 of which are spent on this Modifier.
Each of the other personalities is then defined. A secondary personality applies up to 10 cost levels to alter new or existing mental Actions and Modifiers of the host, and/or to alter Intelligence. (Altering Intelligence requires 2 cost levels to alter it by 1 if the host has purchased Intelligence-based energy, which cannot be changed by secondaries.) Specialties for mental Actions can be freely altered, but options and Ability bonuses may not. Mental Actions and Modifiers that can be altered include, but are not limited to, the following:
Black Ops/Spying, Close Combat, Gambling, Genetic Engineering, Leadership, Ninja, Medical Healing, and Hunting/Tracking. (Close Combat and Ninja can only be altered if the Intelligence bonus was chosen.)
Photographic Memory, Precognitive Flashes, and minor Translations may be removed/acquired for 1 cost level each; Universal Translation for 3 cost levels. Telepathy and Telekinesis may only be altered if the host purchased them, with the Intelligence bonus (even if at Action Number 0.) Among the attributes definitely not alterable are Targeting, Prescience, and any major Invulnerability. Finally, Mental Challenges may be removed by applying 1 cost level per stone refunded by the Challenge.
Each personality is fully aware of all the others' presences, has full knowledge of what occurs when they're in charge, and has full control over switching to any of the others. Switching to a new personality requires a panel, in which the character is immobile, and the switch lasts for an hour before control reverts to the host (unless another switch is made.)
Options
- -5 white stones to Cost if only 2 personalities (including the host) are resident
- -5 white stones to Cost if at least half of the personalities lack full awareness, full knowledge, and/or full control.
Comments
This is essentially the mental variation of Metamorphosis, although there's not as much leeway given in your ability to change. However, this is a great way for your character to have access to a wide variety of mental assets.
Rule for Modifier Box:
- Takes 1 panel to switch personalities
- Duration is 1 hour
- (Detail each secondary personality)
Example
Jack, aka "SWITCH", is a friendly, easygoing character with the following stats (40 stones):
INT: 5* -- STR: 2 -- AGI: 2 -- SPD: 2 -- DUR: 2 -- HEALTH: 2 -- ENG: 10i
Wealth (0) -- Mental Defense (+3) -- Multiple Personalities (listed below)
Dangerous Enemies (-2w) -- Teen Angst (-1w)
Social Skills: 1 -- Close Combat: 1 (+INT) -- Ranged Combat: 1
Telepathy: 0 (Read Minds, Create Illusions, INT Bonus)
However, he also has 3 other personalities resident:
JAEGAR -- ruthless, angry assasin, implanted by a govn't agency
Gains Black Ops/Spying at level 2
Gains Concentration at level 3
Close Combat is +4
No Teen Angst
THEODORE -- a wild, reckless, partying side of Jack's ego
Social Skills are +3
Telepathy is +7 (Mental Defense shifts to min. of +7)
NAPOLEON -- another implant. Cold, reserved, and focused
Gains Tactics/Strategy at level 3
Gains Leadership at level 3
Gains Psycho-Centric Power Template at level 3 (no comp. interface)
No Teen Angst