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Old 01-17-2017, 05:19 PM   #1
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default [Basic] Advantage of the Week (#28): Compartmentalized Mind

Last Time: Common Sense; Intuition
Next Time: Constriction Attack

Basic Set

Compartmentalized Mind (p. B43) is an Exotic, Mental trait by default that costs 50 CP per level. Your mind is subdivided in a manner that it functions as if it were two separate minds, however, both are “you” (singular) in absence of other traits that would alter this. Each has access to your full mental capabilities and are able to operate independently from each other. In game terms, you may perform more than one mental task at the same time, which gives you an additional mental maneuver during combat per level. So a character with Compartmentalized Mind Lv1 would be able to make two mental maneuvers (useful for concentrating on or casting Spells, psionics, and various other traits) or to take one mental maneuver and one physical one. To gain an additional maneuver see Altered Time Rate (p. B38-39) or Extra Attack (p. B53).

Effects on one’s mind are applied separately to each compartment. As an example we’ll use hypnosis; one Compartmentalized Mind might be hypnotized while the others are not! Under such situations, a Quick Contest of Will is required to see which compartment is in control of the body, with a +1 bonus to the one that is already currently in control. When something turns two compartments against each other (like hypnosis) then the battling compartments may each use any of the character’s available mental powers against each other: they are to be treated as if they were totally separate minds, with all of that character’s mental characteristics available to them. The GURPS FAQ states that Compartmentalized Mind is essentially the mental version of the Duplication Advantage, so if you have X levels of Compartmentalized Mind as well as Telekinesis Level Y, each compartment will have Telekinesis Level Y available to it (as opposed to sharing or dividing it).

p. B43 includes two variations on this Advantage, intended for use with vehicles: “Controls” and “Dedicated Controls”. Instead of providing a duplicate mind, these provide a set of controls (hence the name) that allow someone to control the character with this trait. The person at the controls is able to use the vehicle’s abilities with the controller’s mental or physical maneuvers, depending upon what is appropriate. Regular Controls operate the entire vehicle and cost 25 CP/level; Dedicated Controls only affect a portion (steering controls, weapon controls, even specific weapon mounts, etc.) and 10 CP/level. The vehicle’s physical limits constrain what the operator may do: if doesn’t matter how many attack maneuvers the character at the controls has if it exceeds the amount the vehicle can perform the excess goes to waste. Unlike with the full version of Compartmentalized Mind, Controls and Dedicated Controls allow another character (PC or NPC) to contribute his, her, or its maneuver for the turn as opposed to truly granting the vehicle in question an extra maneuver. If multiple controls overlap then a Quick Contest between the appropriate vehicle operation skill is called for in the rules; the rules don’t specify how to handle a self-aware vehicle with more (has IQ>0) versus its Controls. I would hazard a guess that you roll a Quick Contest between the vehicle’s Will versus the appropriate vehicle operation skill of whoever is manning the Controls or Dedicated Controls.

Other Supplements

Unsurprisingly there is no mention of this trait in GURPS Lite, nor did I find anything connected to it in Power-Ups 2: Perks or Power-Ups 3: Talents. Somewhat surprisingly GURPS Powers does not contain a “follow-up” entry for Compartmentalized Mind as it does other [Basic] traits, though it is referenced in the entries for many other traits (new and old): the sidebar on “Projection” (p. P44) and the expanded entries for Possession (p. B75, p. P67) and Telecommunication (p. B91, p. P81).

Useful Links

Pending. Feel free to make suggestions.

With that, let’s start the discussion!
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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; 01-22-2017 at 07:33 PM.
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