[Basic] Advantage of the Week (#53): Extra Head, Extra Mouth
Previous Thread: Extra Attack
Next Thread: Extra Legs 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
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. ;)
*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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it's
That's basically a perk, so -20%. I might call breathing and speaking -20% each (both can be urgent) while eating is a more long term problem that you usually have more opportunities to escape, so only another -10%. Yes, that doesn't add up to 100%, I'm not sure this can be carved up into sensible chunks (it's hard to separate breathing and speech...) to make individual traits. If you're bound and determined, then breathing and speaking would be -30% each and eating would be -20% but I don't think it's totally fair. |
Re: [Basic] Advantage of the Week (#53): Extra Head, Extra Mouth
One of the interesting uses I've seen for Extra Mouth is mounting it on a Striker to create a pincer. I think I saw it somewhere on these message boards, but I obviously didn't find it again before posting this thread. Anyway, the reason I bring that up is knowing how to "remove" the other aspects of being a second mouth would be very useful for such a build.
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Note that if you have an entire Extra Head, that trait already includes having an Extra Mouth for no additional cost. |
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Should probably throw something into this thread (even the OP) about Born Biter as well... If you don't get to it I'll try to remember to do it after work (a post about Born Biter and the Teeth stuff from MA). |
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...but it might have to wait until finish I getting this week's entry up and ready in a few hours. Oh well, at least this helps justify avoiding mutli-trait threads unless they are incredibly interconnected. I almost made one big thread called "Extra Body Parts", but how much longer would it have taken me to notice some of these finer details? |
Re: [Basic] Advantage of the Week (#53): Extra Head, Extra Mouth
I realize that using extra mouth for pincers also requires an enhancement that the mouth doesn't have a jaw hit location.
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Up to 3 levels and each level is +1 SM to what you can bite and easier to hit your jaw in combat. |
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I am seeing "Biting Mastery" and "Rapid Retraction" that apply to biting (and thus could matter for Extra Mouth). |
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I have usually used Extra Arm with No Fine Manipulators for pincers and add claws if thy can do damage. But the Extra Mouth idea has some merit, if only because its a simpler build. |
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Just to test my understanding, the idea is that both your original and any Extra Mouths are assumed to be located in a manner where being hit in the Jaw will produce certain results, so an Extra Mouth somewhere else needs an equivalent drawback or else this acts as an Enhancement. |
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Basically it details what you can bite based on you relative SM, frex if it's equal or smaller no biting your opponents skull. This is why the Born Biter feature is listed there, that alters the mouth for purposes of SM (making it bigger for biting and being hit). Also other possibilities in combat are detailed, like worrying on follow-up turns, that teeth grapples are treated as two-handed, interaction with a few specific hit locations (nose and ear), throat bites are automatically strangles, etc. Basically it really makes doing a Crab Claw as an Extra Mouth a great way to go... |
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Nothing in the description says that you get a "free attack" against someone who attacks a hit location with a mouth on it, and there's no precedent for that with a regular mouth. The closest is the aggressive parry technique, which woudln't apply because you can't defend against attacks from behind. |
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However if they are bought as an AA, then I wouldn't allow the free grapple in response to a Parry. Now I really want to play in a Gamma World AtE game and play a Lobstrosity... |
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MA has the Limb limitation for Strikers, and that seems to be the closest RAW thing to a 'hand-mouth'.
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