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Old 02-17-2018, 07:55 PM   #1
Otaku
 
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Default [Basic] Advantage of the Week (#53): Extra Head, Extra Mouth

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If you're new to this series or just want to leave feedback about it, check out the Introduction Thread. If you need help finding something we've already discussed, johndallman is maintaining an index of which traits we've discussed. This is especially handy if the trait you are searching for happens to have been part of a multi-subject review.

Basic

We will deviate from my usual practice of starting with the alphabetically earlier trait and begin with Extra Mouth (p. B55) is an Exotic, Physical trait that costs 5 CP per level, or as the text puts it, "per mouth". This is one of those traits where the name is spot on; each time this trait is purchased, your character will have one more mouth past the default of one. This additional mouth can do anything your primary mouth can do: bite, breathe, eat, and speak.* A secondary mouth can allow you to bite twice in a turn, cast two Spells in a turn, carry on multiple conversations, etc. if you also buy the appropriate, additional traits like Compartmentalized Mind (p. B43), Extra Attack (p. B53-54), etc.

Extra Head (p. B54) is also an Exotic, Physical Advantage, this time costing 15 CP per head (level). Again, this is exactly as the name would lead you to believe; your body has more than one head, and unless you take Limitations that state otherwise, will include all the benefits of one level of Enhanced Tracking (p. B53) and Extra Mouth (above) per head. Each Extra Head contains an extra copy of your brain (memories, personality, skills), but not a full, additional mind (take Compartmentalized Mind for that), just a spare in case the other is destroyed. Speaking of which, if you have this trait, you cannot suffer more than [2 x (HP/# of heads)] points of damage from a single head or neck blow.

A single head can be rendered unconscious independent of the other(s); the other head(s) continue to function as normal under such circumstances. Having a spare head means that a normally fatal head injury, such as from a critical head blow, merely destroys that particular head. It will inflict maximum damage, and the method of destruction depends upon the nature of the attack. [Basic] includes one specialized Limitation just for Extra Head: "Extraneous" (p. B54) means your Extra Head does not house a spare brain, or at least, not one housing a copy of your memories, personality, and skills. A single attack can do no more than [1.5 x (HP/# of heads)] to an Extraneous Extra Head, but it can't serve as a backup if your main head is injured or destroyed e.g. even if the Extra Head is perfectly fine, the destruction of the primary head will still kill the character. An Extraneous Extra Head still includes all the benefits of Enhanced Tracking and Extra Mouth, however.

Other Supplements
  • GURPS Powers contains fleeting mentions of Extra Head and Extra Mouth, usually just while explaining more advanced rules not centered around them.

Past Editions

Barring some embarrassing oversight, I do not have access to any past edition books that contain earlier versions of these traits; not even GURPS Update lists them. I recall seeing an option for Giants in GURPS Fantasy Folk, allowing them to take an Extra Head; if someone still has a copy of that (or another supplement with the Third Edition version of either trait), feel free to give us an idea of how Extra Head and/or Extra Mouth worked under the older rules. For that matter, if they actually appear before Third Edition, a synopsis of those rules would be welcome as well.

Useful Links

Feel free to suggest any existing threads or other, appropriate links on this matter. All I currently have is this interesting thread where someone suggests using Extra Mouth to help model a pincer, including what (as far as I know) are non-RAW Limitations for stripping away things like being able to actually breathe, eat, or speak from said mouth. For better or worse, the proposed build is one of the last few posts in a seven post thread.

Discussion Starters

This is (usually) a generic list of questions for those who want to participate in the discussion but need a little help. If you already know what you want to say, feel free to skip these. ;)
  • Have you ever taken either of these traits for one of your PCs or NPCs? How did it work out?
  • Is there anything either of traits do really well?
  • Is there anything you think these traits could or should do differently?
  • Any related traits you believe are necessary for full discussion? Go ahead and bring them up, but remember that this is a thread for Extra Head and Extra Mouth.
  • Any thoughts on how the 4e version of these traits compares to them in earlier editions?

*The text in [Basic] doesn't mention if your secondary mouth includes a sense of taste, but that seems to be implied given that would be the one oddball capability a normal mouth has that is conspicuously lacking.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)

Last edited by Otaku; 03-03-2018 at 02:16 PM.
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