An alternative way of determining GURPS IQ. Start with a base value of 10. Then rate each of 1. Adaptability/learning speed (inc. practical problem-solving). 2. Alertness. 3. Analysis/logic/reason (inc. mathematical problem-solving). 4. Creativity/imagination (artistic *or* scientific). 5. Formal education. 6. Intuition/synthesis. 7. Memory. 8. Practical experience (i.e., informal education). 9. Sanity/stability. 10. Social ability (general). 11. Willpower. according to +2 . . . exceptionally high +1 . . . above-average 0 . . . average -1 . . . below-average -2 . . . exceptionally low Add all the modifiers to 10 to find GURPS IQ. Example 1: The classic, inspired-but-absent-minded "mad scientist" might rate a +2 in Analysis, Creativity and Formal education; +1 in Adaptability, Intuition and Willpower; 0 in Practical experience; -1 in Alertness, Memory and Social ability; and -2 in Sanity; therefore, his IQ would be 10 + 2*3 + 1*3 + 0*1 - 1*3 - 2*1 = 14. Example 2: The stereotypical, "bookish fantasy mage," educated at a magical college but sheltered from violence and crime, would get a +2 in Formal education, Memory and Willpower; +1 in Adaptability, Analysis and Intuition; 0 in Alertness, Creativity and Sanity; a -1 in Social ability; and a -2 in Practical experience; therefore, his IQ would be 10 + 2*3 + 1*3 + 0*3 - 1*1 - 2*1 = 16. -Kromm Sean M. Punch o E-mail: o 4122 rue Rivard (a.k.a. Dr Kromm) | At SJG: kromm@io.com | Montreal, Quebec =-=-=-=-=-=-=-=-=-=o Local POP: kromm@cam.org o Canada H2L 4H9 GURPS Line Editor | WWW: | Home: (514) 288-9600 and Net Guru o http://www.io.com/~kromm o Work: (514) 288-9615