Rules of Intelligence
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Rules of Intelligence
Intelligence (IQ)
±20 points/levelIntelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will (B. 16) and Perception (B. 16) are based on IQ.
Will
±5 points per ±1 WillWill measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent
physical resistance – buy HT for that!
Perception (Per)
±5 points per ±1 PerPerception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something (see Sense Rolls, B. 358). By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.
Super GURPS Style Again :: Rules :: Rules :: Stat Mechanics
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