The Much-Maligned Will
Optional Will Rules for GURPS by J. Hunter Johnson
From Pyramid 9. Copyright by Steve Jackson
Games, all rights reserved.
Why is it so hard to find a wizard with a tragic flaw? You
know, the kind of thing that can bring even the best of souls
tumbling down from the heights of glory. Warriors, kings, and
thieves all fall prey to their hearts' desires, but the wizards (and
scientists, too!) can turn a blind eye to temptation without
batting a lash. While the GURPS rules for Will are playable as
written, they leave out some of the classic character types.
What about the world-famous scientist whose obsession with
knowledge drives him, against his better judgment, to search
out That-Which-Man-Was-Not-Meant-To-Know? Or the
simpleton who, although he finds the trinkets pretty, cannot
steal the street jeweler's wares because he knows it's wrong?
The problem here lies with the official GURPS equation
that Will = IQ. If a player wants a wizard character who
sometimes will do the wrong thing when presented with some
temptation, he can either sacrifice his spell-casting ability by
taking a lower IQ, or he can take several levels of the Weak
Will disadvantage. Of course, taking just five levels of Weak
Will leaves no room in the standard 40-point limit for the
disadvantages like Lecherousness or Greed that the Weak Will
would have affected! How can we get around this problem?
The Missing Fifth Attribute
One obvious way is to change the equation so that Will
does not equal IQ. By making Will a separate attribute, players
can easily create characters who are very bright, but easily
swayed by temptation. If he uses this method, the GM must
decide how much it is going to cost in terms of character
points. The player can either buy it using the same table used
for Strength, Intelligence, Dexterity, and Health, or buy it using
the Strong and Weak Will costs (+4 and -8, respectively)
counting from 10.
This system has the advantage of being extremely straight-
forward. You have one number to roll against, and no
modifying advantages or disadvantages. However, it does have
the drawback of altering one of the fundamental ideas of
GURPS - the simple four-attribute configuration. Adding a
fifth attribute gives even more openings for abuse to those
players who are prone to point optimization.
The Three-Pronged Approach
Another way to avoid this problem is to define different
types of Will. For example, in my own campaign I
experimented with three types - Mental Will, Physical Will,
and Emotional Will. Figure Mental Will exactly like the
official GURPS Will: IQ + Strong or Weak Will. Characters
would use this to resist mind probes and similar mental attacks.
Physical Will is computed by HT + Strong or Weak Will. I
allow players to roll against this rather than straight HT to
avoid unconsciousness and death due to injuries, and to avoid
being stunned from blows to the head and the like. This keeps
the spirit of many fictional characters who, even when all hope
seemed lost, fought on "through sheer force of will." Finally,
Emotional Will is equal to 10 + Strong or Weak Will. (Note
the similarity to the separate-attribute idea given above.) This
is what characters would roll against to avoid succumbing to
their mental disadvantages.
This system is not quite as straightforward as the previous
one. There are now three numbers to keep track of instead of
one, and the GM will have to assign all the possible Will rolls
to one or another of the three types. Are Fright Checks made
against Mental Will or Emotional Will? Numerous questions
like this may arise (and did, during my campaign). The
advantage is that it does not change anything as fundamental as
the four-attribute system.
Will? What's That?
These solutions, as well as the official Will rules, suffer
from one other drawback - if a character has both Greed and
Lecherousness, he is precisely as Greedy as he is Lecherous.
No matter what combination of IQ and Strong or Weak Will he
takes, he will be rolling against the same basic number to avoid
yielding to his either Greed or Lecherousness. It seems
plausible that some characters would be more likely to give in
to one vice or another, but there is no way to produce this effect
with the rules or the options presented above.
The final solution presented here, and the one that I am
currently using in my own campaigns, involves doing away
with Will altogether (or at least as far as disadvantages are
concerned). Instead, when a creating character with a
disadvantage that requires Will rolls in certain situations, the
player chooses a Frequency of Submission. This represents
how likely the character is to give in each time he faces an
object of his desire, in much the same way that Frequency of
Appearance represents how likely it is that your enemies will
show up on a given occasion.
Frequency of Submission
Each time a character faces a situation where a
disadvantage indicates one course of action and the player
wants to choose a different course of action, the player rolls 3
dice.
- If the character submits to the disadvantage almost all the
time (roll of 15 or less): triple the listed value.
- If the character submits quite often (roll of 12 or less):
double the listed value.
- If the character submits fairly often (roll of 9 or less): use
the listed value.
- If the character submits quite rarely (roll of 6 or less):
halve the listed value (round up).
Using this system, characters make standard Will rolls for
Fright Checks, resisting magical attacks, avoiding the effects of
Fast-Talkers, Diplomats, Interrogators, and the like (unless you
have a relevant disadvantage). Or, the GM could use this
method and one of the optional rules listed above.
A list of affected disadvantages follows. Their base cost is
included if it differs from the cost given in the Basic Set.
- Absent-Mindedness
- Use the standard (IQ-based) Will rolls
instead; unlike the rest of these disadvantages, this does not
involve a choice for the character.
- Addiction
- Use as listed; there are no standard Will rolls
involved. Exception: Alcoholism does involve a Will roll to
avoid binging when in the presence of alcohol. To handle
Alcoholism, it is necessary to break its cost up into the normal
cost for the addiction (-10 pts., or -15 pts. if illegal) and the
cost for its insidiousness (-5 pts.). Apply the Frequency of
Submission to the additional 5 points only. Thus, an alcoholic
who binges almost all the time would get -25 points for his
addiction (-30 if illegal), while an alcoholic who binged quite
rarely would only get -12 points (or -17 if illegal).
- Bad Temper
- Use the optional rule.
- Berserk
- Use the optional rule.
- Bloodlust
- Use the optional rule.
- Bully
- Use the optional rule. Multiply the reaction penalty by
the same factor.
- Compulsive Behavior
- Use the optional rule.
- Cowardice
- Use the optional rule. If there is a risk of death,
increase the number to roll against to the next level (those who
already submit almost all the time will submit on a roll of 16 or
less). The reaction penalty is unchanged; since it applies only
to those who know the character is a coward, having the
disadvantage at higher levels ensures that it will affect more
people.
- Gluttony
- Use the optional rule.
- Greed
- Use the optional rule. Honest characters roll against
the next lower number to submit to a shady deal, or to the
number two levels down to submit to outright crime (one past
Quite Rarely, the character submits on a 5 or less; two past
Quite Rarely, the character submits on a 4 or less).
- Honesty
- This is an unusual case. In the official rules, honest
characters who need to break the law must first make an IQ roll
to see the need to commit the crime, then they must make a
Will roll to avoid turning themselves in afterward. To use this
with the new optional rule, some changes need to be made.
First, buy Honesty with a base cost of -10 points, modified by
Frequency of Submission. Then, if your character needs to
commit a crime, he must avoid submitting to his honest nature.
If he does manage to commit the crime (or if he commits a
crime unknowingly and later learns that his actions were
against the law), he must roll again. If he submits, he must turn
himself in.
- Impulsiveness
- Use the optional rule.
- Kleptomania
- Use the optional rule.
- Lecherousness
- Use the optional rule.
- Miserliness
- Use the optional rule.
- Phobias
- Use the optional rule. The distinctions of Mild and
Severe phobias are no longer necessary. If a character
successfully masters his phobia, he will be at a penalty to IQ
and DX while the cause of the fear persists. This penalty
depends on the Frequency of Submission chosen. Quite Rarely
gives a -1 penalty. Fairly Often gives a -2 penalty. Quite Often
gives a -3 penalty. Almost All the Time gives a -4 penalty.
Merely being threatened with the feared object gives a roll at
the next lower level. Use the mild cost as the base cost.
- Pyromania
- Use the optional rule.
- Sadism
- Use the optional rule.
- Truthfulness
- Use the optional rule. Telling an outright lie (as
opposed to lying by omission) is checked against the next
higher level.