Alternative Abilities

:see also Alternative Abilities as Enhancements
Alternative Abilities (P11) is a rule on page 11 of GURPS Powers, based on Alternative Attacks from Basic Set but with the added limitation of taking a Ready maneuver instead of a . Either may be thought of as Alternative Advantages too. They are 1/5 cost so long as they can only be used when not using a more expensive ability.
==ready maneuver==
P11/PP54/PU8p8 all say it takes a ready to swap anything except attack > attack
Simultaneous Spells is an exception to this, a ready for attack to attack is introduced as a drawback in exchange for allowing multiple instances of a one-time-purchased ability for those who have multiple full-price "slots" bought.
==considerations==
===Always On===
Switching would bypass them, so being AO should make an ability off-limits as an AltAb.
For example: no "Alternate Mana Enhancer or Magic Resistance" without first enhancing them BOTH to be switchable.
Since doing so also gives them the ability to be turned off WITHOUT switching to the other power: one may want a way to make "neither power is on" an unacceptable state.
===Limited Use===
When uses are gone, the ability is unusable until the next day so the other should be too.
If HALF uses are gone, the other ability should still be usable either with half power, or also with half uses if it also has LU
===Maximum Duration===
When the limit is reached and a 5-minute down period is obligated, being unusable should also prohibit switching to the other attack, since it should also be unusable.
===Minimum Duration===
Until that is ended an ability is effectively "always on", so it should not be possible to switch.
===Takes Recharge===
This creates a period of time where one ability cannot be used. During that time it should not be possible to turn it off or to swap to another ability.
For example if buying 61 points of these alternative abilities:
*Insubstantial (Takes Extra Time 2 -20%, Takes 5sec Recharge -10%) [56]
*Invisibile (Switchable +10% TET 2 -20%, Takes 5 sec Recharge -10%) [28] / 5 = [5]
On their own, either ability would take 4 ready maneuvers to switch on and 4 ready maneuvers to switch off (TET would be worth half if it did not increase switching time in both directions)
In addition to this, when the ability is turned off, there is a minimum 5 seconds of unusability.
===Usually On===
Whether this is an enhancement to an Always On ability (making it switchable at 1 FP/s) or a limitation to a Switchable one (costs 1FP/s to use), the end result is the same: you can only turn it off by paying FP.
If switching to an alternative ability meant that no longer applied you would be avoiding the drawback without paying for it.
The best solution is to consider the limitation still in effect (pay the FP cost) as if "switched off" when using the alternative ability.
===Uncontrollable===
Even with switchable abilites, Uncontrollable can switch them on.
This is a problem if turning the ability off would prevent that.
As a result, Uncontrollable should be able to flip on whatever the alternative is, not just activating it, but DEactivating the alternative ability.
If just one ability had this, then it could not be forcibly deactivated.
In the case of two halves of alternative ability BOTH having it, there's a couple approaches:
*one intelligence controls both halves, so it just uses whatever is appopriate
*two intelligences war for control: in addition to YOU making will rolls to remove the intelligence's control of your advantage temporarily, the intelligences can ALSO make those will rolls to remove each other's control
**in their case though, this is just to shut down use of the ability so they can turn on the alternative one, they can't use the other ability
==quotes==
===PK===
2016 http://forums.sjgames.com/showpost.php?p=2002751&postcount=4
The rule is called "Alternative Abilities" rather than "Alternative Advantages" for a reason; in GURPS, an "ability" is either a single advantage or a set of linked or otherwise connected advantages that are used together (and that share the same PM, if part of a power). "Flight plus Enhanced Move" definitely fits that definition.
===refplace===
2020 http://forums.sjgames.com/showthread.php?p=2353122#post2353122
:Whether it takes a Ready or not is based on if its the same kind of power. So swapping between attacks is a Free Action, but so would swapping say sensory powers, or at least Detects
:I just checked Power Ups 8 and Powers and didn't see it so might be a Kromm quote.
:I am sure I read it somewhere but no need to take my word for it.
==related==
*Duplicate Advantages similar but shutting down one doesn't shut down other (also can't be used simultaneously)
*Favor (1/5 cost for one use)
*Internal Advantages (1/5 cost for only applying inside body, another -50% if only in one PART of body)
*CPPA (1/5 cost if it costs variable Character Points to power)
==see also==
*Alternative Enhancements
*Shapeshifting : Alternate Form
*Only in altered body form
Category:Rules