New or Modified Advantages
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Random new advantages and stuff.
Injury Tolerance: Unbreakable Skin
Your skin, or some other covering, is soft and flexible but impenetrable. All Cutting, Piercing, and Impaling attacks are treated as Crushing for all purposes (including which locations can be targeted.)
You do not Bleed, but are still vulnerable to blood born pathogens and blood chokes, etc. You are also immune to complete Dismemberment or decapitation, but crippling injury effects you normally. Permanent crippling injuries that might otherwise be dismembered are treated as "normal" permanent crippling injuries.
Note that this does not include the benefits of No Brain or No Vitals, but many people will buy those as well.
Upgrading to the full No Blood costs only 3 points for you, not 5, as you already enjoy some of the benefits.
Chameleon now gives a penalty to Vision rolls to see the character rather than a bonus to Stealth. The character is harder to see even if they're not actively sneaky.
Commentary: another level of the Stealth skill costs 4 points (not 5), gives bonuses to avoid being seen (Chameleon), heard (Silence), and is relevant even if you're wearing clothing and moving. It does not make sense to take Active Chameleon if it only gives bonuses to Stealth.
New Modifier: Shadowmeld, -20%
Your bonus to Chameleon is limited to the lighting penalty; if you have Chameleon 9 but the local light level is only -3, Chameleon can only grant you an extra -3. Similar versions exist that cap Chameleon to the penalties from specific kinds of Concealment (Greenward for leaves and undergrowth, Dustwalker for atmospheric particles).
This is a variation on Environmental.
Silence now gives a penalty to Hearing rolls to hear the character rather than a bonus to Stealth. The character is harder to hear even if they're not actively sneaky. The character may still speak at a normal volume if they choose, but they can speak quietly (using Silence) effortlessly; they do not sound like they're whispering or muffled.
Commentary: See Chameleon, above.
Shapeshifting: Alternate Form
Alternate Form has a base cost of 25 points not 15. Modifiers apply to the base 25 points, and then afterwards you add the 90% of the base form cost. It takes a single Concentrate action to transform (not 10 Concentrates), and you do not automatically come with a weakness that forces you back into your native form. You still revert upon unconsciousness or death - pick what form counts as your "base" that you revert to at character creation.
If you want a slower transformation, take Takes Extra Time. If you want something that can force a shape reversion, take a "reverse Uncontrollable Trigger" which turns off your power instead of turning it on; See Powers pp. 106-107.
Commentary: This makes it slightly cheaper to take an Alternate Form with a 1 second transformation time, a very popular option. It also gives more points back for other common limitations, like a Power modifier, Trigger, Maximum Duration, Costs FP, etc.
Valid modifiers on the 25 point base price are those which modify the Transformation Condition - "I can only transform when..." or "I must do X (spend FP, concentrate...) to transform". Modifiers apply "both ways" - when you transform and when you change back by default. Modifiers that only apply "in one direction" are half value. Conditions that force a reversion, including time limits, should be phrased as one-sided Uncontrollable Triggers or similar. Maximum Duration and Minimum Duration are not valid.
Multiple Alternate Forms, and "Groups" of Alternate Forms
Do not use the Basic Set's pricing scheme for multiple alternate forms. Each Alternate Form is a separate advantage, calculated as 25 points +90% of template cost. Since you can't use different Alternate Forms at the same time, you usually make them part of an Alternate Ability for the usual cost savings, but this is not a requirement. If you have sets of Alternate Forms from different sources, where one set could be disabled leaving the other intact, the Alternate Forms should not be part of an Alternate Ability - they are separate powers.
You should set up your Alternate Forms so that you buy them relative to your cheapest form - since which form you revert to is a 0 point feature, it doesn't matter much which everything is priced against. The cheapest is used for mathematical consistency, and a little generosity for the player.
Warren the werewolf can turn into a furry wolf man (100 point template), and a smart wolf (40 point template). He can only transform to or from these forms at night, a -20% Accessibility.
He pays 25 -20% = 20 points for the base to change into the wolf man, plus 90 points for the template, for a total cost of 110 points - this costs more than being the wolfman all the time because he can choose to not be a wolfman sometimes.
Warren can also change into a wolf. The base cost is 20 points, like the wolfman form, plus 36 points for the template, for a total cost of 56 points. This is an Alternate Ability of the wolfman form, so Warren only pays 12 points for it.
In total, Warren pays 122 points.
Shapeshifting: Powered Form
This is a variation on the regular Alternate Form and otherwise follows all the rules for that advantage. It is generally only appropriate for supers-style games. Powered Form is even more complex than Alternate Form; GMs should examine characters with Powered Form closely to make sure they and the player both understand what the character's abilities and limitations are.
Instead of a simple "racial" template change, you change out or add a set of traits that is not "racial". Super-heroes who "power up" have this version of Shapeshifting - for example The Hulk or Shazaam. Write down the "powered up" set of traits like you would a racial template; this is a "powered template". If the "base" character swaps out some of their traits for better or conflicting abilities in the Powered Form, then write down those traits as a "powered template" as well; otherwise it has a 0-point "powered template" with nothing in it. These "powered templates" may include normal racial templates. Using Powered Form exchanges your "powered templates", like Alternate Form exchanges your racial templates.
Other than "who designs the template", the biggest difference between Powered Form and Alternate Form is that the powered template is not fixed. It can, with the GMs permission, be advanced after character creation by spending character points on it just like "normal" traits. The Powered Form can also lose powers or traits through misadventure, like "normal" traits. Many characters with Powered Form may be only able to buy new advantages or super-powers for their powered template(s).