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Old 11-15-2012, 09:19 AM   #1
Confused
 
Join Date: Nov 2012
Default Splitting abilities between Compartmentalized Minds

Beware: broken english below.

From what I found on this forum, if I have Telekinesis and Compartmentalized Minds, it gives me one more mental action per turn, so, for example, I can perform two telekinetic tasks (simultaneously), or perform two non-TK tasks (simultaneously).

But how can I model something like:
Compartmentalized Minds (TK only, and nothing else -X%).
TK (only by second mind, -Y%).

Where can I find references for "X" and "Y" modifiers? I'm sure I saw something like this, but I can't find it again.

__
Also, is it possible to take Super Throw 1 (TK only -Z%)? What "Z" would be fair?

Last edited by Confused; 11-15-2012 at 09:27 AM.
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Old 11-15-2012, 09:36 AM   #2
Desthro
 
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Default Re: Splitting abilities between Compartmentalized Minds

Super Throw 1 (TK-Based -10%)

The others i'm not sure about ;) at the moment
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Old 11-15-2012, 09:59 AM   #3
Jerander
 
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Location: Rochester, MN
Default Re: Splitting abilities between Compartmentalized Minds

Quote:
Originally Posted by Confused View Post
Beware: broken english below.

But how can I model something like:
Compartmentalized Minds (TK only, and nothing else -X%).
TK (only by second mind, -Y%).
I believe there's a One Power Only or One Ability Only limitation listed under Compartmentalized Mind in Powers. If I'm right, that may be what you want for -x%.

The -y% limitation may be a controllable state, so -20% at most...Better minds than mine will need to weigh in on that one...
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Old 11-15-2012, 10:37 AM   #4
Confused
 
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Default Re: Splitting abilities between Compartmentalized Minds

There is no paragraph about Compartmentalized Minds in Powers :(
Almost tore apart my book while searching, but found nothing :(

One Ability (-80%) is a limitation for Neutralize. I'm not sure if it's a fair cost for CM. Dividing cost by 5 seems munchkinish.
One Power is -50% for Neutralize and Energy Reserves. That's more "believeable", but I'm not planning to use any other abilities except TK.

I would be thankful if an experienced GM would judge the final cost.
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Old 11-15-2012, 10:42 AM   #5
Goober4473
 
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Default Re: Splitting abilities between Compartmentalized Minds

Psionic Powers has the modifiers for Compartmentalized Mind.

[Edit]: You could also consider just adding Reduced Time to your TK, so it takes no action. I'm not sure if that limits you to one free action with it per turn, or if you can also expend an action to use it again, but if the former, then that should work. Unless of course you want the two minds for other reasons too.
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Old 11-15-2012, 11:19 AM   #6
the_matrix_walker
 
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Default Re: Splitting abilities between Compartmentalized Minds

Quote:
Originally Posted by Goober4473 View Post
Psionic Powers has the modifiers for Compartmentalized Mind.

[Edit]: You could also consider just adding Reduced Time to your TK, so it takes no action. I'm not sure if that limits you to one free action with it per turn, or if you can also expend an action to use it again, but if the former, then that should work. Unless of course you want the two minds for other reasons too.
That doesn't work. Moving things with TK requires "constant concentration" The only way to move something with TK and take a normal action is with CM.

Quote:
Originally Posted by Kromm View Post
It's crucial to note that, as p. B92 spells out, Telekinesis requires "constant concentration to use" rather than "a Concentrate maneuver to activate." Reduced Time explicitly states, "You may only add this enhancement to abilities that require time to activate." The wording isn't random; activation is one thing, use is quite another. This is why Reduced Time also states in no uncertain terms that you cannot add Reduced Time to attack powers -- those aren't activated, but used via a maneuver such as All-Out Attack, Attack, or Move and Attack.

A GM could allow a +70% enhancement such as Second Nature (lifted from Clairsentience) or the more expensive form of Independent to make directing one's Telekinesis essentially a free action, but that would be the GM's call. At any rate, Reduced Time, +20% is both too cheap and clearly forbidden, while Reflexive, +40% would only be good for defensive uses. The canonical way to get physical actions as well as use of one's Telekinesis is, as others have said, through Compartmentalized Mind.
The limitation value for CM (only for ability X, -?%) is based on whether you have other abilities that will be impacted. The details are in Psionic Powers.

As for "Only controlled by Compartment" would be slim to none. It is not actually limiting to the TK itself. Since a compartment could potentially be taken over leaving you without control of your TK, I might give -5% to -10% for the nuisance/ accessibility

Last edited by the_matrix_walker; 11-15-2012 at 11:32 AM.
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Old 11-15-2012, 11:37 AM   #7
Anaraxes
 
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Default Re: Splitting abilities between Compartmentalized Minds

I'd give TK (Only by Compartment) -0%. It's not a limitation. In fact, it's the way the power normally works -- just that you normally have a mind with only one compartment.
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Old 11-15-2012, 12:10 PM   #8
Confused
 
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Default Re: Splitting abilities between Compartmentalized Minds

So, if I got it right:

CM is [50].

"TK-only" CM is [48], because without other abilities, "Limited, One Ability" is a -5% modifier.

Shapeshifting and "TK-only" CM is [50], because shapeshifting is [15(+)], and CM, "Limited, One Ability" becomes -30% modifier (and that other mind can't concentrate on shapeshifting).

Temperature Control (1) [5] and "TK-only" CM [35] is [40], for the same reasons. 8 points cheaper than with "TK-only" CM.

Sometimes GURPS is really confusing for a newbies like me :(

Looks like the moment of truth has come. I'm mutating into munchkin. Damn.

Last edited by Confused; 11-15-2012 at 12:17 PM.
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Old 11-15-2012, 12:28 PM   #9
the_matrix_walker
 
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Default Re: Splitting abilities between Compartmentalized Minds

Quote:
Originally Posted by Confused View Post
So, if I got it right:

CM is [50].

"TK-only" CM is [49], because without other abilities, "Limited, One Ability" is a -5% modifier.

Shapeshifting and "TK-only" CM is [50], because shapeshifting is [15(+)], and CM, "Limited, One Ability" becomes -30% modifier (and that other mind can't concentrate on shapeshifting).

Temperature Control (1) [5] and "TK-only" CM is [40], for the same reasons. 9 points cheaper than with "TK-only" CM.

Sometimes GURPS is really confusing for a newbies like me :(

Looks like the moment of truth has come. I'm mutating into munchkin. Damn.
This is where thematic common sense, and rule zero come into play.

Yes, if you buy a level of temperature control solely for a point crock (which you have demonstrated it is, ergo), you should not take it. Unless you are truly ceding to munchkinism.

GURPS is great, but it's not perfect. It requires (and assumes) some common sense and a number of social contracts among it's players.

That said, a little point optimization isn't a bad thing, and it may encourage you to have a PC with more interesting powers. After a while they may become more prominent, prove useful, and you may find yourself wanting to buy off that single ability limitation. Depends on you and your GM of course.
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Old 11-15-2012, 02:24 PM   #10
Christopher R. Rice
 
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Default Re: Splitting abilities between Compartmentalized Minds

Quote:
Originally Posted by Confused View Post
Beware: broken english below.

From what I found on this forum, if I have Telekinesis and Compartmentalized Minds, it gives me one more mental action per turn, so, for example, I can perform two telekinetic tasks (simultaneously), or perform two non-TK tasks (simultaneously).
Yes. Exactly.

Quote:
Originally Posted by Confused View Post
But how can I model something like:
Compartmentalized Minds (TK only, and nothing else -X%).
This would be: "Limited, Telekinesis only, -30%".

Quote:
Originally Posted by Confused View Post
TK (only by second mind, -Y%).
This isn't a meaningful limitation, maybe -5%.

Quote:
Originally Posted by Confused View Post
Where can I find references for "X" and "Y" modifiers? I'm sure I saw something like this, but I can't find it again.
GURPS Psionic Powers is your friend.

Quote:
Originally Posted by Confused View Post
__
Also, is it possible to take Super Throw 1 (TK only -Z%)? What "Z" would be fair?
Super Throw can't be used with TK like that. To throw more with TK, buy higher levels. You can take it as a Psionic power though.

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