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H EROES 1
Written by SEAN PUNCH
Illustrated by DAN SMITH
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0307
®
ACTION
Version 1.0 – July 2008
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C ONTENTS
I NTRODUCTION . . . . 3
Action Who’s Who . . . . . . 3
About the Author . . . . . . 3
1. A CTION
T EMPLATES . . . . 4
L ENSES . . . . . . . . . . . . . . 4
No Lens? . . . . . . . . . . . . . 5
C AMPAIGN T YPES . . . . . . . 5
“Check Out the
Big Brain . . .” . . . . . . 6
T EMPLATES . . . . . . . . . . . 7
Assassin . . . . . . . . . . . . . . 7
Cleaner . . . . . . . . . . . . . . 7
Demolition Man . . . . . . . 8
Quirky Good Luck . . . . . 8
Face Man . . . . . . . . . . . . 9
Hacker . . . . . . . . . . . . . . 10
Infiltrator . . . . . . . . . . . 11
Investigator . . . . . . . . . . 12
Medic. . . . . . . . . . . . . . . 13
Shooter . . . . . . . . . . . . . 14
Wheel Man . . . . . . . . . . 14
Wire Rat . . . . . . . . . . . . 16
2. A CTION H EROES
C HEAT S HEET . . 17
S UITABLE
A DVANTAGES . . . . . . 17
Action-Movie
Advantages. . . . . . . . 18
Gun Perks . . . . . . . . . . . 18
S UITABLE
D ISADVANTAGES . . . 19
Disadvantage Limit . . . . 20
S UITABLE S KILLS . . . . . . 20
Specialties . . . . . . . . . . . 22
Familiarity . . . . . . . . . . 22
Defaults . . . . . . . . . . . . . 22
W ILDCARD S KILLS . . . . . 22
Everyman Skills . . . . . . 22
When Not to Use
Wildcard Skills . . . . 23
3. P ULLING
R ANK . . . . . . . 24
Modifiers. . . . . . . . . . . . 24
Sample Assistance . . . . 24
Results of Success . . . . 25
Legal Enforcement
Powers . . . . . . . . . . . 25
T OOLS AND G ADGETS . . . 26
Arson and
Demolition. . . . . . . . 26
Burglar’s Tools . . . . . . . 26
4. G EAR . . . . . . . 26
Combat Accessories . . . 27
Standard (and Not-so-
Standard) Issue . . . . 27
Communicators . . . . . . 28
Computers . . . . . . . . . . 28
Insertion/Extraction
Aids. . . . . . . . . . . . . . 28
Labs and Scientific
Gear . . . . . . . . . . . . . 29
Law Enforcement
and Security . . . . . . 29
Light Sources . . . . . . . . 29
Luggage . . . . . . . . . . . . . 29
Medical Equipment . . . 29
Optics . . . . . . . . . . . . . . 29
Personal Accessories . . 29
Spy and Surveillance
Gadgets . . . . . . . . . . 30
Tools . . . . . . . . . . . . . . . 30
A RMOR AND
C LOTHING . . . . . . . . 31
W EAPONS . . . . . . . . . . . 32
Firearms . . . . . . . . . . . . 33
Special Ammo . . . . . . . 33
Hand Grenades. . . . . . . 33
Melee Weapons. . . . . . . 34
V EHICLES . . . . . . . . . . . 34
Used Vehicles . . . . . . . . 34
I NDEX . . . . . . . . . 35
About GURPS
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that begin with B refer to that book, not this one.
GURPS System Design
STEVE JACKSON
Managing Editor
PHILIP REED
Marketing Director
PAUL CHAPMAN
GURPS Line Editor
SEAN PUNCH
WILL SCHOONOVER
Production Artist
Director of Sales
ROSS JEPSON
Indexer
NIKOLA VRTIS
NIKOLA VRTIS
Errata Coordinator
FADE MANLEY
PHILIP REED and
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MONICA STEPHENS
GURPS FAQ Maintainer
VICKY ‘MOLOKH’
KOLENKO
Additional Material: Shawn Fisher and Hans-Christian Vortisch
Playtesters: Paul Chapman and Thomas Weigel
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , e23, and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Action 1: Heroes is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved.
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C ONTENTS
2
Art Director
Page Design
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I NTRODUCTION
The modern cinematic thriller seems like simple-minded
entertainment but is hardly simple. Centuries of adventure sto-
ries proved the timelessness of its key motives: honor, loyalty,
and revenge. Many of its essential plots and archetypes origi-
nated in 1920s and ’30s pulps. Its visual style borrows from the
gangster flicks, war movies, and Westerns of the ’30s, ’40s, and
’50s. Its edginess owes a debt to ’60s and ’70s directors, who
took great risks with graphic violence, raw language, and con-
troversial but highly influential exploitation films. And the
fancy guns and gadgets snuck in from Cold War spy fiction.
GURPS Action 1: Heroes provides character-design guide-
lines for the sorts of lead roles common in action films and tel-
evision series made and set in the 1990s and 2000s. As befits
their origins, these men of action are more complex than their
screen portrayal suggests. The ambition of Action 1: Heroes is
to bring that depth to the game without doing violence to the
genre (violence should happen in play!).
Most important, action heroes engage in nonstop thrills.
This doesn’t always mean fighting: creeping through jungle,
chasing bad guys, defusing bombs, crash-landing planes, sav-
ing the President, hacking computers, disposing of evidence
. . . that’s action, too. Thus, Action 1: Heroes focuses on abili-
ties useful in risky situations (described in Action 2: Exploits ).
Realistic but less-exciting skills mostly just get a nod.
Next, cinematic heroes usually work alone – or perhaps
with a partner, a sidekick, or specialists who get little screen
time. This doesn’t work in an RPG unless you’re running a sin-
gle-player campaign. Action 1: Heroes assumes a more typical
four- to six-gamer group. It divvies up heroic competencies and
elevates traditional “bit parts” (e.g., geeky technical experts) to
leading roles. Thus, all the thrilling stuff that needs doing will
get done, but the PCs must pull together to do it; think Ocean’s
Eleven, Ronin, or Sneakers.
Finally, skills and actions – not paychecks – define heroes.
Soldier, spy, cop . . . it doesn’t matter. In action movies, they all
get into dicey situations, do what they feel is the Right Thing,
and have skills to match. A detective might do things that mil-
itary and intelligence organizations handle in real life, but if he
shoots straight, drives fast, takes down bad guys, and stays true
to his values, he’s still a “good cop.” Thus, the character tem-
plates in Action 1: Heroes sort heroes by specialty, not by job
– although there are also “lenses” for specific backgrounds.
This makes it much easier to run a team game.
Be warned that Action 1: Heroes isn’t about real-world
intelligence, police, and military personnel. Realistically,
Action Who’s Who
bad guy: Anybody who opposes a hero. He might be a
legitimate ambassador, law officer, banker, etc. That
isn’t important! What matters is that he’s on the
wrong side.
boss: The lead bad guy – usually either incredibly com-
petent or an utter wimp hiding behind henchmen.
cannon fodder: A lesser bad guy whose only job is to
fight or otherwise obstruct a hero so that the boss
can execute evil plans . . . or the hero.
crew: A group of heroes. Most often used in caper
stories.
henchman: A bad guy midway in importance between
cannon fodder and boss. A henchman often has a
full name (unlike fodder, who are all “Hey you!” or
“Louie!”) and a trademark weapon, and sometimes
leads fodder.
hero: One of the protagonists in an action story,
whether or not he’s a nice guy. The title character of
the movie Léon is an assassin – but still the hero
(the cop, Stansfield, is the bad guy ).
mook: See cannon fodder.
squad: A group of heroes. Most often used in military
and police campaigns.
team: A group of heroes.
even heroic cops don’t carry on like John McClane in Die
Hard, spies can’t afford to behave like James Bond, and sol-
diers aren’t trained to act like John Rambo. And the fact that
the same rules also let you create super-crooks isn’t a sugges-
tion that real-world government agencies are corrupt – it’s
just an admission that in the movies, “super-crook” vs.
“super-spy” is mostly an issue of whose guards you’re eluding
and what safe you’re cracking. Use Action in serious games at
your own risk!
A BOUT THE A UTHOR
Sean “Dr. Kromm” Punch set out to become a particle
physicist in 1985, ended up the GURPS Line Editor in 1995,
and has engineered rules for almost every GURPS product
since. During the GURPS Third Edition era, he compiled both
GURPS Compendium volumes, developed GURPS Lite,
wrote GURPS Wizards and GURPS Undead, and edited or
revised over 20 other titles. With David Pulver, he produced the
GURPS Basic Set, Fourth Edition, in 2004. His latest creations
include GURPS Powers (with Phil Masters), GURPS Martial
Arts (with Peter Dell’Orto), and GURPS Dungeon Fantasy
1-4. Sean has been a gamer since 1979. His non-gaming inter-
ests include cinema and wine. He lives in Montréal, Québec
with his wife, Bonnie. They have two cats, Banshee and
Zephyra, and a noisy parrot, Circe.
I NTRODUCTION
3
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A CTION
T EMPLATES
The easiest way to make sure you have all the bits and
pieces you need to fill your role without treading on another
player’s toes is to start with a character template. To use a tem-
plate, simply pay its point cost, select any options it leaves
open, and write down the abilities this gives you. To cus-
tomize your PC, spend any additional points from quirks or
personal disadvantages on whatever you like (subject to GM
approval). See How to Use Character Templates (p. B258) for
details.
The Basic Set suggests 200-300 points for the “leading roles
in movies,” so these templates go right down the middle and
assume a 250-point campaign. The GM is free to vary power
level either way, but should know that fewer points won’t make
Action more realistic! These guidelines are for larger-than-life
heroes, defined more by quality than by quantity.
Since players familiar with action movies will naturally
tend to create one-man-army PCs, defeating the purpose of a
team, the GM is strongly encouraged to make templates
mandatory. This runs contrary to advice elsewhere in GURPS,
but it’s for a good cause. Disadvantages are always suggestions,
though; players may substitute their own choices.
Even if the GM lets players create PCs from scratch, the
templates should be required reading so that there isn’t too
much overlap, and so that key competencies are covered. The
Action Heroes’ Cheat Sheet (pp. 17-23) gives further advice for
those who prefer not to use templates.
L ENSES
Each template requires the player to define his hero’s
background by choosing one of the 20-point lenses (see p.
B449) below. Any template can have any lens, but the GM is
free to require an explanation that squares with action real-
ism (not reality!). For instance, an assassin might have the
law enforcement lens if he’s a maverick ex- cop out to avenge
a murdered partner. Each template’s customization notes
elaborate on what the standard lenses imply for that charac-
ter type.
Lenses have two components that work as follows:
Skills: Because attributes and advantages vary by template,
lens skills note relative levels (like “DX+2” and “IQ-1”), not
absolute ones. Remember to add any advantage bonuses! If a
skill appears on your lens and your template, you may combine
the points assigned to it and buy a higher level. You never have
to spend the whole 20 points on skills; you’re welcome to save
points for the lens’ social advantages.
Social Traits: These traits are additional options for using
the template’s advantage and disadvantage allowances, not part
of what lens cost buys – although you’re free to use leftover
points from lens skills to acquire social advantages. The social
traits on the intelligence, law enforcement, military, and secu-
rity lenses are for active agents, officers, and servicemen; see
Pulling Rank (pp. 24-25) for effects. If the team belongs to a
military unit, police force, etc., the GM may make some of
these advantages mandatory.
Criminal
20 points
You’re a criminal or an ex-criminal. This lens is for a crook
who’s a believable hero, even if he isn’t nice; e.g., a hacker, a
casino robber, or even a principled hit man. Psycho killers and
terrorists rarely make good heroes.
Skills: Streetwise (A) IQ [2]. • Another 18 points chosen from
Brawling, Forced Entry, or Guns (Pistol), all (E) DX+1 [2];
Filch or Stealth, both (A) DX [2]; Savoir-Faire (Mafia) (E)
IQ+1 [2]; Gambling or Holdout, both (A) IQ [2]; Carousing
(E) HT+1 [2]; Intimidation (A) Will [2]; Urban Survival (A)
Per [2]; 2 more points in any lens skill to raise it by one
level; or 6 more points to raise it by two.
Social Traits: Crooks of all kinds may spend some of their tem-
plate’s advantage points (or leftover lens points) on Contact
(Fence, fixer, smuggler, etc.; Appropriate skill at 12, 15, or
18; 9 or less; Somewhat Reliable) [1, 2, or 3] and/or Contact
Group (Gang, mob, etc.; Skill-12, 15, or 18; 9 or less; Some-
what Reliable) [5, 10, or 15].
Intelligence
20 points
You’re an active or retired spy, or a “sleeper.” Not all spies
work for governments. In the movies, corporate spooks are
common, and nongovernmental organizations – notably the
U.N. – have secret agencies.
A CTION T EMPLATES
4
C HAPTER O NE
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Skills: 20 points chosen from Filch or Stealth, both (A) DX [2];
Area Knowledge (any) or Current Affairs (any), both (E)
IQ+1 [2]; Holdout, Interrogation, Photography, Propa-
ganda, Research, Shadowing, or Smuggling, all (A) IQ [2];
Brainwashing, Cryptography, Forgery, Intelligence Analy-
sis, or Psychology, all (H) IQ-1 [2]; Observation or Search,
both (A) Per [2]; 2 more points in any lens skill to raise it by
one level; or 6 more points to raise it by two.
Social Traits: Officially sanctioned spies must take their tem-
plate’s Duty and may spend some of its advantage points (or
leftover lens points) on Intelligence Rank 0-4 [5/level].
(any) (A) Per [2]; 2 more points in any lens skill to raise it
by one level; or 6 more points to raise it by two.
Social Traits: Active-duty personnel must take their template’s
Duty and may spend some of its advantage points (or left-
over lens points) on Military Rank 0-4 [5/level].
Security
20 points
You’re a professional counterspy (if so, this background is
to “intelligence” as “law enforcement” is to “criminal”), body-
guard, or secret policeman.
Skills: 20 points chosen from Fast-Draw (Pistol) or Guns (Pis-
tol or Submachine Gun), both (E) DX+1 [2]; First Aid or
Savoir-Faire (High Society or Servant), both (E) IQ+1 [2];
Administration, Criminology, Hazardous Materials (any),
Holdout, or Interrogation, all (A) IQ [2]; Brainwashing,
Cryptography, Intelligence Analysis, Psychology, or Tactics,
all (H) IQ-1 [2]; Body Language, Observation, or Search, all
(A) Per [2]; 2 more points in any lens skill to raise it by one
level; or 6 more points to raise it by two.
Social Traits: Government agents must take their template’s
Duty, and may spend some of its advantage points (or left-
over lens points) on Legal Enforcement Powers (Federal or
Secret Service) [10 or 15] and Security Rank 0-4 [5/level].
Law Enforcement
20 points
You’re a cop (detective, marshal, etc.), retired cop, or pri-
vate investigator. The latter two have no official clout, but sev-
eral templates offer useful Contact Groups.
Skills: Law (Police) (H) IQ [4]. • Another 16 points chosen
from Forced Entry, Guns (Pistol, Rifle, Shotgun, or Subma-
chine Gun), or Liquid Projector (Sprayer), all (E) DX+1 [2];
Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First
Aid or Savoir-Faire (Police), both (E) IQ+1 [2]; Administra-
tion, Animal Handling (Dog), Criminology, Interrogation,
or Streetwise, all (A) IQ [2]; Accounting, Forensics, or Tac-
tics, all (H) IQ-1 [2]; Observation or Search, both (A) Per IQ
[2]; 2 more points in any lens skill to raise it by one level; or
6 more points to raise it by two.
Social Traits: Active law officers must take their template’s
Duty, and may spend some of its advantage points (or left-
over lens points) on Legal Enforcement Powers (Local or
Federal) [5 or 10] and Police Rank 0-4 [5/level].
N O L ENS ?
If the GM requires templates but wants to allow more lati-
tude in character creation, he can make lenses optional. Since
each template allocates 20 points for a background, this yields
additional points for customization. The GM will probably
want the players of heroes who don’t hail from one of the
above career paths to choose a specific calling and back it with
points, as in these examples:
Academic: Split 4-8 points among Research, Teaching, and
Writing, and use the other 12-16 to be great at some IQ/H skill.
For a truly cinematic “prof,” just buy +1 IQ!
Athlete: Put 20 points into ST, HT, Fit, etc.
Journalist: Select the intelligence lens, but replace Brain-
washing, Cryptography, and Forgery with Public Speaking
and/or Writing.
Martial-Arts Master: Spend 20 points on a fighting style
from GURPS Martial Arts.
Rich Adventurer: Invest 20 points in Status and/or Wealth.
Survivalist: Buy 20 points’ worth of Guns and outdoor skills
(Camouflage, Hiking, Survival, Tracking, etc.).
Military
20 points
You have experience as a guerrilla, militiaman, reservist,
regular soldier, or special operator. This need not reflect your
current status, which is often “mercenary” in the movies.
Skills: Soldier (A) IQ [2]. • Another 18 points chosen from
Gunner (any), Guns (any), Knife, or Parachuting, all (E)
DX+1 [2]; NBC Suit, Spear, or Throwing, all (A) DX [2];
Camouflage, First Aid, Gesture, Savoir-Faire (Military),
Seamanship, or Submariner, all (E) IQ+1 [2]; Artillery
(any), Forward Observer, Leadership, or Scuba, all IQ (A)
[2]; Strategy or Tactics, both (H) IQ-1 [2]; Swimming (E)
HT+1 [2]; Hiking (A) HT [2]; Skiing (H) HT-1 [2]; Survival
C AMPAIGN T YPES
The GM should decide what templates and lenses fit the
campaign he’s planning, and let the players know before char-
acter creation. Suggestions:
Brotherhood in Blue: The PCs are big-city cops dealing with
mobsters, gangs, serial killers, etc. Detectives are investigators,
undercover detectives are face men, SWAT officers are shooters,
and bomb-squad technicians are demolition men. In a high-tech
game, hackers and wire rats handle surveillance. The driver of
the SWAT van or chopper might be a wheel man, and an EMT
could be a medic, but NPCs often fill these roles. Few forces have
full-time assassins, cleaners, or infiltrators aboard. Nearly every
cop will have the law enforcement lens or the security lens.
A CTION T EMPLATES
5
 
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