Alternate Form

Just tossing round ideas for an alternate form system.

A character with alternate form can shift into a specific secondary form that is determined upon character creation. To change into this form and back requires a round of concentration (or writhing in pain, or battling with internal turmoil etc.).
Each level of this ability allows a number of points that can be divested from the character's current abilities and advantages and spent on different ones whilst in the alternate form. It also allows any number of points to be spent on disadvantages whilst in the alternate form, half of which (rounding down) are refunded into points that can be spent on further alternate form advantages.
The alternate form may incorporate reasonable gear and even magick items with the agreement of the GM but will usually require them to eschew some of the items they would carry normally.

Example 1:
Raymond is a Warlock with Moderate Elemental Control: Fire and Aura Sight. He also has Rank 3 alternate form, which allows him to exchange 9 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities. His alternate form that of a knight of legend who occasionally takes control of his body thanks to an ancient curse. In his alternate form, he drops Elemental Control, 2 points of intelligence and 2 points of willpower. He also takes Major Foible: Bloodlust and Transformation Amnesia for 4 disadvantage points, granting him 2 points back, and 11 points to spend on the Knight form's advantages. He takes a magick sword, armour training, increases his strength and melee by 2 and defense by 1. His knight form, as well as the magick sword possesses full plate armour and a shield, however loses all his own equipment in the interim.

Example 2:
Celinthe is a novice Druid in the Scottish Highlands. Twice a year, at each equinox, she must travel to Wiltshire to convene with other druids. For this purpose, and other travel needs, she has enhanced herself with a blackbird form, so that she can fly there and back. She has Rank 1 alternate form which allows her to exchange 3 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities. She takes missing hands, mute, and nonhuman appearance in her blackbird form, totalling 8 points in disadvantages, giving her 4 points back. She also takes 2 points out of strength and 1 out of toughness. This means that she has 7 points back to spend on advantages. She takes flight and Speed 2. Now she is ready to travel like a druid!

Alternate Form

Alternate form costs an initial 2 points, and then a further point for each rank. Multiple forms may be taken by purchasing the advantage again and designing the new form.

Alternate Form (Rank 1) - 3 pts
Allows the character to exchange 3 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities.

Alternate Form (Rank 2) - 4 pts
Allows the character to exchange 6 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities.

Alternate Form (Rank 3) - 5 pts
Allows the character to exchange 9 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities.

Alternate Form (Rank 4) - 6 pts
Allows the character to exchange 12 points of abilities and advantages for others, and also any number of disadvantages in exchange for half as many in advantages and abilities.

Alternate Form Disadvantages

These advantages are only available to alternate forms.

Alternate Form Amnesia - 2 pts
The character has no recollection of what goes on while in his alternate form. This is not to say that it has to act irrationally (unless certain foibles are taken), but it is understood that he has no conscious control over the form's actions.

Change Trigger - 1-2 pt
The form has a specific trigger which forces the character to shift into this alternate form, no matter what. This may be a boon, but is most often an inconvenience. For one point it is a rare or specific trigger, such as being exposed to radiation or upon hearing a certain song, or a trigger that is sometimes beneficial, such as being submerged in water (if the alternate form is aquatic). For two points, it is a common, unpredictable or less specific trigger, such as being exposed to fructose or hearing disco music.

Instability - 3 pts
It is understood that alternate forms cannot be kept indefinitely, as it takes considerable mental or physical energy for a shifter to stay shifted (or for a corrupting force to shift them), but some forms are just more unstable than others. Whenever a character with this disadvantage fails a roll, they take 5 damage, no soak.