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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
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
Steve Jackson Games is committed to full support
of
GURPS
players. Our address is SJ Games, P.O. Box
18957, Austin, TX 78760. Please include a self-
addressed, stamped envelope (SASE) any time you
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). Our online
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Errata.
Everyone makes mistakes, including us –
but we do our best to fix our errors. Up-to-date errata
sheets for all
GURPS
releases, including this book, are
available on our website – see below.
Internet.
Visit us on the World Wide Web at
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for errata, updates, Q&A,
and much more. To discuss
GURPS
with SJ Games
staff and fellow gamers, come to our forums
at
forums.sjgames.com
. The web page for
GURPS Action 1: Heroes
can be found at
www.sjgames.com/gurps/books/action/action1
.
Bibliographies.
Many of our books have extensive
bibliographies, and we’re putting them online – with
links to let you buy the books that interest you! Go to
the book’s web page and look for the “Bibliography”
link.
Rules and statistics in this book are specifically for
the
GURPS Basic Set,
Fourth Edition.
Page references
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
JUSTIN DE WITT
❚
Prepress Checker
❚
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.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
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C
ONTENTS
2
Art Director
Page Design
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
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
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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