(c) Copyright 1992, by John Aegard Title: Variant Will statistic. Description: All characters start with a base Will of 10. Characters may purchase levels of Strong or Weak Will to modify this level; see below. Strong/Weak Will (+/-5 points per level up to +3, +/- 8 points thereafter.) This advantage and disadvantage combination function exactly as their predecessors in GURPS Basic. The only difference is the point cost and that Strong Will *does not* apply to attempts to overcome mental disadvantages, unless the character has somewhat contradictory quirks and mental disadvantages; see below for an example. Justification: Will had to be divorced somewhat from IQ. There are three physical stats describing a character's body; but only one describing his/her mind. Some people (obviously including me!) find this too coarse. The point change for Strong/Weak will comes from the GURPS attributes table. I figured that Will was half as valuable as a "normal" attribute, so I halved the cost for levels up to +5. In my experience, I've also noticed that high-Will characters rarely failed rolls to resist mental disadvantage. The "Strong Will does not apply to mental disad rolls" rule will hopefully alleviate that situation. Example: A beginning character has a base Will of 10 and wants a Will of 15. That character pays 31 points. However, when that character, who is also Greedy, makes a roll to resist the temptation of blackmailing a young magistrate, he rolls against a 10. The character also has the disadvantage of Sense of Duty (close friends only), so when he picks up a purse full of gold nobles that one of his adventuring partners has dropped, the ever-merciful GM may grant him his Stong Will bonus to give it back.