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This is a fan created (non-conanal) houserule.

Will Points (WP)[]

Why Will Points?

In reality when you make a bad decision, you make that bad decision. Putting it up to chance (will rolls) takes away that decision, it makes it not be a decision. Disadvantages encourage role-playing, but self-control rolls don't reflect the real-world. Will Points give the characters a pool of points they can expend to make good decisions when they want to make bad ones, or when it's easier to make a bad decision. They are intended as an optional rule for use in campaigns in which Will and Self-Control rolls are common, such as GURPS Horrorโ„ข campaigns.

+5 points per +1 WP

A new Secondary Attribute, Will Points (WP), based on IQ. Will Points represent your self possession and mental energy. Will Points can be expended on a failed Will or Self-Control roll to turn failure into success, this costs 1 Will Point.

Effect of Lost Will Points[]

Sudden loss:[]

1/3 WP
You are losing control of yourself, doing anything but lying around requires great mental effort.
0 WP
You completely lose control, if you're ever tempted to do something you do it, no thinking no nothing, just do it. Do it now. You automatically fail all Will and Self Control rolls.
At this point you are suffering a mental collapse, all your disadvantages effect you all the time and are more extreme. Any quirks you may have become as powerful as disadvantages (congenial becomes Chummy, Nosy becomes Curious, etc). In addition every hour roll 1d on the table below (symptoms replace each other):
1
random violence
2
extreme

Gradual decline:

0 WP
You are losing control of yourself, doing anything but lying around requires great mental effort.
-1xWP
You can no longer control yourself, if you're ever tempted to do something you do it, no thinking no nothing, just do it. Do it now.

You could combine these options in any way, but the recommended combinations are Expensive/Fast/Gradual and Cheap/Slow/Steep.

[]

Recovering Will Points[]

Mental rest is not the same as physical rest. Mental stress is increased at any time you stop yourself from doing something you want to do, whether that's yelling at someone or smoking a cigar. Recovering will points requires spending time in a non-stressful environment.

Optional Rule:Determine Success & Failure

You fail automatically on any Will or Self Control roll, the only time you succeed is when you decide to expend Will Points.

To determine the number of points this costs with the Expensive option, assume you had rolled a 10 and see how much you would've succeeded or failed by, if it would've been a success this costs only 1 point, otherwise the cost is equal to what your margin of failure would've been.

Recovering Will Points usually means a vacation or a stay at a mental facility. Roll Will once per day of mental rest, on a success you recover 1 Will Point.
Therapy expedites recovery, see page 425 of GURPS Campaignsโ„ข, except the appropriate skill is Psychology not Physician. Note that there is no equivalent for First Aid, Bandaging, Treating Shock, or Surgery; though the GM may extend this with optional rules for equivalents of those, using the Pharmacy skill for example.

Alterations These rules are untested and there are a lot of ways to change them. You might base WP on Will instead of IQ, make the cost equal to your margin of failure, have WP recover as fast as Fatigue Points, make the effects of lost WP more gradual, or probably a million other things.

Threads from the GURPS Forums[]

Several people discussed Will/Sanity points on the forums,

[{Category:Houserule]]

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