# Splitting IQ In Action

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As I discuss in my house rules, GURPS works better when Per and Will are both separated from IQ, standing alone as separate attributes. Bump up everyone's points about 10-15% to compensate, and you're fine. A setting like Action, however, requires a little more guidance. When you have fixed templates, it's not enough to say, "Here are some extra points." You also have to specify exactly where those points go.

For the various GURPS Action templates, the right adjustment is to add 30 points to each template, placing an average hero at 280 instead of 250. In a perfect world, those 30 points would exactly offset the extra cost of buying up Per and Will separately . . . and for some templates, it does. Others need some additional guidelines, though. Those with lower IQs don't need all 30 points, which leads to the question, "What do we spend the leftover points on?" while brainy templates may need even more points, requiring some cuts to be made.

Here are the official changes that I've made in my games.

- Assassin: Requires 20 extra points for Per and Will, leaving 10 points left over. Spend 35 points on advantages (instead of 25).
- Big Guy: Requires no extra points for Per and Will, leaving 30 points left over. Raise ST to 17. Spend 40 points on advantages (instead of 30).
- Cleaner: Requires 40 extra points for Per and Will, remaining 10 points short. Drop Will to 13. Spend 25 points on advantages (instead of 30).
- Demolition Man: Requires 40 extra points for Per and Will, remaining 10 points short. Drop Will to 13 and Per to 13. This affects Scrounging and Search.
- Face Man: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 13 and Per to 14. Spend 25 points on advantages (instead of 30); add "Will +1 to +3 [5/level]" to advantage options. This affects Intimidation, Detect Lies, and Body Language.
- Fast Guy: Requires no extra points for Per and Will, leaving 30 points left over. Raise ST to 12, Will to 11, and Per to 11. Spend 35 points on advantages (instead of 25).
- Hacker: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 13. Add "Will +1 to +3 [5/level]" to advantage options. Take -15, -15, and -20 points in disadvantages (instead of -15, -10, and -15).
- Infiltrator: Requires exactly 30 extra points for Per and Will. No changes.
- Investigator: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 13. Spend 20 points (instead of 30) on advantages; add "Will +1 to +3 [5/level]" to advantage options.
- Medic: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 13 and Per to 13. Add "Will +1 to +3 [5/level]" and "Per +1 to +3 [5/level]" to advantage options. This affects Scrounging.
- Ninja: Requires 10 extra points for Per and Will, leaving 20 points left over. Raise ST to 12 and HT to 12, keeping Basic Speed at 7.00. Spend 30 points on advantages (instead of 25). This affects Swimming and Running.
- Shooter: Requires 10 extra points for Per and Will, leaving 20 points left over. Raise ST to 12. Spend 35 points (instead of 30) on advantages. Change Primary Skills as follows:

**Primary Skills:** Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16; and Acrobatics (H) DX [4]-16. • Guns (Pistol, Shotgun, or SMG) (E) DX+4 [12]-20. • The two Guns specialties not chosen above, plus Guns (LMG and Rifle), all (E) DX+2 [0]-18; and Guns (Grenade Launcher and LAW), both (E) DX [0]-16, all defaulted from the primary Guns skill. • Four of Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or MG), or Liquid Projector, all (E) DX [1]-16; Throwing (A) DX-1 [1]-15; or spend 1 point to raise Guns (Grenade Launcher or LAW) by one level.

- Traceur: Requires no extra points for Per and Will, leaving 30 points left over. Raise IQ to 11 and Will to 11. Spend 35 points on advantages (instead of 30). Add Observation to optional Secondary Skills. This affects Area Knowledge, Computer Operation, Lockpicking, Navigation, Shadowing, and Streetwise.
- Weapon Master: Requires no extra points for Per and Will, leaving 30 points left over. Raise IQ to 11, Will to 11, and Per to 11. This affects Armoury, Connoisseur, Soldier, Streetwise, Tactics, and Intimidation.
- Wheel Man: Requires exactly 30 extra points for Per and Will. No changes.

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