Multiplex Personality

From The Black Vault
Jump to navigationJump to search

Multiplex Personality (minor, but can be made into a major with some tweaking) by Stone Gargoyle

"I'm sorry, Captain Ultra is not here right now. May I take a message?"

The hero possesses a type of gestalt mind made up of individual personalities which share a common body. All are of the same alignment and generally get along, aware of one another and working in unison for the most part, but they do not share memories or skills. The character with this power would generally be regarded as insane by society, as their different personalities take turns being dominant.

1. Personalities as Individuals: The personalities are normally separate.

Number of Personalities: The hero starts out having two separate personalities and gains one more at levels 3, 6, 9, 12 and 15. Those wishing to take this as a major can gain a new personality each new level.
Duration of each personality's control: Hours are divided equally amongst the personalities unless one is disabled, at which point opposing self control rolls using a d20 are made, with the personality rolling highest winning control. The disabled personality will be added to the cycle again in the winning personality's slot as if trading scheduled time to be dominant, though the schedule will shift to begin at the time the winning personality asserts itself. The personalities remain separate unless pulled into the gestalt (see below).
Range: Self
Attacks: The hero will enter a trance when the personalities shift, preventing any other actions for one full melee round. If taken as a major, the shift occurs in a single melee action.
Mental Bonuses: The hero gains +1 to IQ, ME and MA for each personality in the gestalt mind to each individual personality's stats, which are rolled separately. If taken as a major, these stats can go over 30 to give added bonuses to skills, saves and bonuses to Seduction. The hero gains a +4 to save vs. Mind Control and psionic attack regardless of the personality in control. the hero gains +10% to technical skills shared between 2 or more personalities in the gestalt, with physical attribute bonuses being shared between all personalities but not percentages for performance of physical skills, so PS and PE bonuses would affect the whole body but the skill to climb or swim would not.

2. Gestalt Mind: The hero can also elect to merge the individual personalities into a new one, with the new personality having the best of each of the attributes of IQ, MA and ME selected from the personalities creating it. So if one has a higher IQ, that IQ would become the one for the gestalt personality while it might get its ME from another personality with a lower IQ but really high ME. The gestalt personality also gains access to all of the personalities' skills, which are normally not accessible by the individual personalities.

Duration of Gestalt: The hero can only remain in gestalt for his ME number in minutes per hour, and can only use this gestalt ability his ME number of times per day, if taken as a minor. If taken as a major, the gestalt can be maintained for up to the hero's ME number in hours per day nonstop.
Range: Self
Attacks: The trance to enter the gestalt personality mode requires 2 full melee rounds if this is selected as a minor, but only 2 melee action to perform if taken as a major.
Mental Bonuses: While in gestalt, the hero gains the minor super ability of Impervious to Control and Possession.

3. Other Abilities and Bonuses: Fatigues at half normal rate.

Note: As memories are not accessible directly between personalities (though "messages" may be left in the forward consciousness for a given personality to retrieve), a personality cannot be forced to give up secrets of another personality through interrogation or torture (they may be accessed through hypnosis, however).