TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0307
  Version 1.0 – July 2008
  ®
  Written by SEAN PUNCH
  Illustrated by DAN SMITH
  ACTION
  HEROES1
  
  CONTENTS
  2
  CONTENTS
  Additional Material: Shawn Fisher and Hans-Christian Vortisch
  Playtesters: Paul Chapman and Thomas Weigel
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  INTRODUCTION. . . . 3
  Action Who’s Who. . . . . . 3
  About the Author . . . . . . 3
  1. ACTION
  TEMPLATES . . . . 4
  LENSES . . . . . . . . . . . . . . 4
  No Lens? . . . . . . . . . . . . . 5
  CAMPAIGN TYPES. . . . . . . 5
  “Check Out the 
  Big Brain . . .” . . . . . . 6
  TEMPLATES . . . . . . . . . . . 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. ACTION HEROES’
  CHEAT SHEET. . 17
  SUITABLE
  ADVANTAGES . . . . . . 17
  Action-Movie 
  Advantages. . . . . . . . 18
  Gun Perks . . . . . . . . . . . 18
  SUITABLE
  DISADVANTAGES . . . 19
  Disadvantage Limit. . . . 20
  SUITABLE SKILLS . . . . . . 20
  Specialties. . . . . . . . . . . 22
  Familiarity . . . . . . . . . . 22
  Defaults . . . . . . . . . . . . . 22
  WILDCARD SKILLS . . . . . 22
  Everyman Skills . . . . . . 22
  When Not to Use 
  Wildcard Skills . . . . 23
  3. PULLING
  RANK . . . . . . . 24
  Modifiers. . . . . . . . . . . . 24
  Sample Assistance . . . . 24
  Results of Success . . . . 25
  Legal Enforcement 
  Powers . . . . . . . . . . . 25
  TOOLS AND GADGETS. . . 26
  Arson and 
  Demolition. . . . . . . . 26
  Burglar’s Tools . . . . . . . 26
  4. GEAR . . . . . . . 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
  ARMOR AND
  CLOTHING. . . . . . . . 31
  WEAPONS . . . . . . . . . . . 32
  Firearms . . . . . . . . . . . . 33
  Special Ammo . . . . . . . 33
  Hand Grenades. . . . . . . 33
  Melee Weapons. . . . . . . 34
  VEHICLES . . . . . . . . . . . 34
  Used Vehicles . . . . . . . . 34
  INDEX . . . . . . . . . 35
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Indexer ❚ NIKOLA VRTIS
  Page Design ❚ PHILIP REED and
  JUSTIN DE WITT
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artist ❚ NIKOLA VRTIS
  Prepress Checker ❚ MONICA STEPHENS
  Marketing Director ❚ PAUL CHAPMAN
  Director of Sales ❚ ROSS JEPSON
  Errata Coordinator ❚ FADE MANLEY
  GURPS FAQ Maintainer ❚ VICKY ‘MOLOKH’
  KOLENKO
  About GURPS
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  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
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  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.
  
  INTRODUCTION
  3
  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,
  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!
  ABOUT THE AUTHOR
  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.
  INTRODUCTION
  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.
  
  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.
  ACTION TEMPLATES
  4
  LENSES
  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.
  CHAPTER ONE
  ACTION
  TEMPLATES
  
  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].
  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].
  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
  (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].
  NO LENS?
  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.).
  ACTION TEMPLATES
  5
  CAMPAIGN TYPES
  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.
  
  Caper: The PCs are crafty crooks who plan elaborate heists
  that take many game sessions to execute. Ideally, they want a
  face man, an investigator (for casing their mark), a wheel man,
  a wire rat, and several infiltrators. A hacker is vital for high-
  tech crime, while a demolition man is indispensable for safe-
  cracking. Crews like this traditionally avoid messy violence, so
  assassins, cleaners, and shooters aren’t welcome, and a medic
  is often superfluous. Backgrounds are mostly criminal, unless
  someone is a mole or a disgruntled former agent.
  Commandos: The PCs belong to an elite military squad
  that executes clandestine ops in enemy territory. Such a unit
  wouldn’t be without shooters, a demolition man, a medic, and
  a wire rat (to handle communications). Many have an investi-
  gator in the form of an intelligence officer. A dedicated sniper
  could be an assassin or an ace shooter. Cleaners and infiltra-
  tors are only likely if seconded from an intelligence agency,
  and face men and hackers are nearly always behind-the-
  scenes spooks (and often NPCs). If there’s a wheel man, he’ll
  be an NPC pilot, only present during insertions and extrac-
  tions. The dominant lens is military.
  Mercs: The PCs are hired guns. Squads that are paramili-
  tary in character will follow the guidelines for commandos.
  Cinematic “A-teams” sometimes do tough domestic jobs,
  though, and need to be subtler. A typical lineup consists of
  demolition men, shooters, and wheel men, led by a face man.
  Information-gathering – by hackers, infiltrators, investigators,
  and/or wire rats – might be among the services offered. A
  cleaner and a medic are essential if the group is illegal! Back-
  ground lenses are often military but occasionally criminal.
  Spy vs. Spy: The PCs are super-spies – real Bond types (or
  Powers types, in a silly game). All templates are valuable, but
  cinematic secret agents are mostly assassins, face men, infiltra-
  tors, and investigators, supported by hackers, wheel men, and
  wire rats. In theory, demolition men and shooters aren’t subtle
  enough; in practice, movies are full of such “spies,” often
  backed by a cleaner. Medic is probably the least-fun role here.
  Most spies have the intelligence lens; counterspies have the
  security lens.
  Task Force: The PCs are pulled together from several gov-
  ernment services – possibly from multiple nations – to staff
  some ultra-black organization that crosses jurisdictions. This
  is closer to many spy movies than is true spy vs. spy. All tem-
  plates are useful, and the challenge is to do the best you can
  with what you’ve got; even a squad of cleaners and medics
  could be amusing (and engage in some gruesome assassina-
  tions). Any lens but criminal is as likely as the next.
  Troubleshooters: The PCs are a company of former agents,
  cops, and soldiers who hire out their skills. They solve subtle
  problems, such as corporate security, and work as detectives
  and bodyguards. They need a face man and some investigators
  above all, plus shooters, wheel men, and possibly a medic if
  they’re bodyguards. Well-funded groups might have vans full
  of electronics manned by hackers and wire rats. “Officially,”
  they don’t employ assassins, cleaners, demolition men (unless
  they disarm bombs), and infiltrators. Any lens could work;
  criminal is hard on background checks, while security looks
  best on a résumé.
  Vigilante Justice: The PCs are taking back the streets from
  pimps, dealers, and other scum. The typical vigilante is either
  a straightforward shooter or a self-righteous assassin or
  cleaner. Those who seek evidence before acting would be inves-
  tigators if they mostly respect the law, infiltrators otherwise. If
  the group tries to garner neighborhood support, involve the
  media, etc., a face man is helpful. For a sizeable group, a wheel
  man is likely. Technical support roles – demolition man,
  hacker, medic, and wire rat – are rarer. Angry civilians effec-
  tively have the criminal lens (!), but disgruntled cops (law
  enforcement) are as likely.
  War Against Terror: The PCs are an antiterrorist squad,
  battling fanatics at home. They need investigators and shoot-
  ers, and a demolition man to take care of the inevitable bombs.
  On a large team, a hacker, an infiltrator, and/or a wire rat could
  greatly help with investigations. Medic and wheel man are nec-
  essary but less-exciting roles, perhaps best left to NPCs. A face
  man is optional unless the brass need lots of convincing. Assas-
  sins and cleaners lower the team to the enemy’s level – use with
  caution. Backgrounds are normally law enforcement, military,
  and/or security.
  ACTION TEMPLATES
  6
  These templates portray smart people; several assign IQ
  14-15. This might seem to contradict common wisdom that
  action heroes are dim-witted louts who solve problems
  with bullets. But consider: If McClane from Die Hard or
  Ryback from Under Siege were average Joes, how did they
  foil entire gangs who had excellent equipment, leadership,
  and planning? Violence and luck play roles, but the fact is,
  action heroes are the center of their world and simply bet-
  ter. Few are “rocket scientists,” but there are many other
  options for roleplaying high IQ:
  Audacious: A truth of cinematic realism is that if the
  plan is too crazy to work, it will work precisely because it’s
  crazy. Genius and insanity . . .
  Driven: The hero might have an average or even slow
  mental “cruising speed” but a very high “redline,” and out-
  perform others when motivated by desperation.
  Geeky: Some heroes are rocket scientists! Hackers,
  medics, and wire rats in particular are “smart” in the
  stereotypically bookish math-and-science sense.
  Sensible: The hero is careful, and more adept at avoiding
  foolish solutions than at concocting brilliant ones. His
  intelligence is a profound lack of stupidity.
  Wily: Smart action heroes might not be deep thinkers
  but creative ones – the archetypal fox rather than the wise
  owl – and always a step ahead.
  Worldly: Experience counts. Someone with a vast reper-
  toire of tried-and-true solutions can frequently outwit peo-
  ple who are trying to be creative.
  “Check Out the Big Brain . . .”
  
  ASSASSIN
  250 points
  The rifle is the first weapon you learn how to use, because it
  lets you keep your distance from the client. The closer you get to
  being a pro, the closer you can get to the client. The knife, for
  example, is the last thing you learn.
  – Léon, Léon
  You might be a hit man, a spy with a license to kill, or a
  sniper with a uniform and a serial number. Whatever your
  background, your specialty is quick, silent death. Where the
  demolition man (pp. 8-9) might demolish a city block “just to
  be sure,” and the shooter (p. 14) would dive right in, guns blaz-
  ing, you take pride in precision. On a squad, you’re the one the
  mooks don’t see, covering your allies from a stealthy perch.
  Attributes: ST 11 [10]; DX 16 [120]; IQ 12 [40]; HT 11 [10].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 7.00
  [5]; Basic Move 7 [0].
  Advantages: Craftiness 4 [20] and Luck [15]. • A further 25
  points chosen from among lens advantages (pp. 4-5), ST +1
  or +2 [10 or 20], DX +1 [20], IQ +1 [20], HT +1 or +2 [10 or
  20], Per +1 to +5 [5/level], Basic Speed +1 [20], Absolute
  Timing [2], Combat Reflexes [15], Danger Sense [15], Dare-
  devil [15], Gizmos 1-3 [5/gizmo], Gunslinger [25], Gun
  Perks [1/perk], Honest Face [1], Night Vision 1-9 [1/level],
  Peripheral Vision [15], Serendipity 1 [15], Signature Gear
  [Varies], Wild Talent 1 [20], Zeroed [10], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: Callous [-5]. • -25 points chosen from among
  Code of Honor (“Stay bought”) [-5], Duty (Agency, mob,
  service, or similar; Extremely Hazardous; 9, 12, or 15 or
  less) [-10, -15, or -20], Fanaticism (Employer, nation, or
  service) [-15], Greed [-15*], Intolerance (Rival nation or
  other large group) [-5], Obsession (Assassinate a particular
  target) [-5*], Secret (Professional killer) [-20], Sense of Duty
  (Team) [-5], or Social Stigma (Criminal Record) [-5]. •
  Another -20 points chosen from among the previous traits
  or Bloodlust [-10*], Insomniac [-10 or -15], Loner [-5*],
  Nightmares [-5*], No Sense of Humor [-10], Odious Per-
  sonal Habits [-5 to -15], Overconfidence [-5*], Paranoia
  [-10], Post-Combat Shakes [-5*], Selfish [-5*], or Trademark
  [-5 to -15].
  Primary Skills: Camouflage (E) IQ+4 [1]-16†; Guns (Rifle) (E)
  DX+2 [4]-18; Holdout (A) IQ+4 [2]-16†; Shadowing (A)
  IQ+4 [2]-16†; and Stealth (A) DX+4 [2]-20†. • Five of Guns
  (Pistol, Shotgun, or Submachine Gun) (E) DX+1 [1]-17,
  bought from Guns (Rifle) default; or Crossbow, Fast-Draw
  (Knife or Pistol), Garrote, Knife, or Liquid Projector (Squirt
  Gun), all (E) DX [1]-16.
  Secondary Skills: One of Boxing (A) DX [2]-16, Brawling (A)
  DX+1 [2]-17, or Karate (H) DX-1 [2]-15. • Either Judo (H)
  DX-1 [2]-15 or Wrestling (A) DX [2]-16. • Five of Armoury
  (Small Arms), Electronics Operation (Security), or Smug-
  gling, all (A) IQ [2]-12; Acting or Disguise, both (A) IQ+4
  [2]-16†; Poisons (H) IQ-1 [2]-11; Observation or Tracking,
  both (A) Per [2]-12; or 2 points to raise one of those skills or
  an unarmed skill by a level. • Four of Forced Entry or Jump-
  ing, both (E) DX [1]-16; Climbing or Driving (Automobile or
  Motorcycle), both (A) DX-1 [1]-15; Acrobatics (H) DX-2
  [1]-14; or 1 point to raise one of those skills by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Includes +4 for Craftiness.
  Customization Notes
  A cinematic assassin is nearly always a deadly sniper – his
  major choices concern his modus operandi the rest of the
  time. To strike from afar, he’ll want several Guns skills, possi-
  bly Crossbow, Armoury (for expensive rifles), and Observation
  (for spotting). For close-range ambush, Garrote, Knife, and
  Fast-Draw are valuable – as are Acting and Disguise. Other
  “weapons” include speeding cars (Driving) and overdoses
  (Poisons).
  Background skills are crucial, too:
  Criminal: For the mob hit man or faceless hireling, survival
  demands high levels of Intimidation, Savoir-Faire (Mafia), and
  Streetwise.
  Intelligence: A shadowy “wet work” specialist knows targets
  and locations (Area Knowledge and Current Affairs), and likely
  has a sideline in Interrogation. A flamboyant secret agent
  prefers classic “spy skills” – Cryptography, Intelligence Analy-
  sis, etc. Either might have unusual skills; e.g., Liquid Projector,
  for cyanide-spraying cigarette lighters.
  Law Enforcement: An ex-cop, out for revenge, or a particu-
  larly cold-blooded SWAT sniper. Either should know such stan-
  dard police skills as Criminology, Law, and Savoir-Faire
  (Police).
  Military: This generally means a sniper, with keen Observa-
  tion, training at stealthy insertion (Parachuting, Scuba, Skiing,
  etc.), and exceptional Tactics.
  Security: A sharpshooter wants as much Body Language
  and Tactics as he can afford. A “black bag” man who illegally
  eliminates suspected terrorists needs Criminology and Intelli-
  gence Analysis. Either should improve Observation.
  CLEANER
  250 points
  Now, you’ve got a corpse in a car, minus a head, in a garage.
  Take me to it.
  – The Wolf, Pulp Fiction
  You make evidence – prints, casings, blood, bodies, and all
  – disappear. You might clean for the mob or tidy up behind
  ultra-black government operators, but what you do for the
  team is crucial: make it look like they weren’t there, and when
  that’s impossible, make sure that nobody can discover the
  truth. Some call the assassin (above) a “cleaner,” but your art
  isn’t killing. Of course, not every “corpse” is dead yet, and an
  eyewitness is the most damning evidence.
  ACTION TEMPLATES
  7
  TEMPLATES
  
  Attributes: ST 11 [10]; DX 14 [80]; IQ 14 [80]; HT 11 [10].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00
  [-5]; Basic Move 6 [0].
  Advantages: Luck [15] and Unfazeable [15]. • A further 30
  points chosen from among lens advantages (pp. 4-5), ST +1
  to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3
  [10/level], Will +1 to +6 [5/level], Per +1 to +6 [5/level], Acute
  Senses (any) [2/level], Contact Group (Junkyard, port
  authority, snakeheads, etc.; Skill-12, 15, or 18; 9 or less;
  Somewhat Reliable) [5, 10, or 15], Craftiness 1-4 [5/level],
  Danger Sense [15], Daredevil [15], Gizmos 1-3 [5/gizmo],
  Gun Perks [1/perk], Honest Face [1], Serendipity 1-2
  [15/level], Signature Gear [Varies], Smooth Operator 1-2
  [15/level], Wild Talent 1 [20], Zeroed [10], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: Callous [-5]. • -20 points chosen from among
  Code of Honor (“Stay bought”) [-5], Duty (Agency, mob,
  service, or similar; Extremely Hazardous; 9, 12, or 15 or
  less) [-10, -15, or -20], Fanaticism (Employer, nation, or
  service) [-15], Greed [-15*], Intolerance (Rival nation or
  other large group) [-5], Secret (Accessory to many crimes)
  [-20], or Sense of Duty (Team) [-5]. • Another -20 points
  chosen from among the previous traits or Compulsive
  Behavior (Cleaning)† [-5*], Insomniac [-10 or -15], Loner
  [-5*], Nightmares [-5*], No Sense of Humor [-10], Odious
  Personal Habits [-5 to -15], Overconfidence [-5*], Paranoia
  [-10], Pyromania [-5*], Selfish [-5*], or Stubbornness [-5].
  Primary Skills: Driving (Automobile or Heavy Wheeled) and
  Stealth, both (A) DX [2]-14; Camouflage and Housekeeping,
  both (E) IQ+1 [2]-15; Holdout and Smuggling, both (A)
  IQ+1 [4]-15; and Search and Tracking, both (A) Per+1
  [4]-15.
  Secondary Skills: One of Boxing (A) DX [2]-14, Brawling (A)
  DX+1 [2]-15, or Karate (H) DX-1 [2]-13. • Either Judo (H)
  DX-1 [2]-13 or Wrestling (A) DX [2]-14. • Guns (Pistol) (E)
  DX+1 [2]-15. • Nine of Fast-Draw (Knife or Pistol), Guns
  (any other), or Knife, all (E) DX [1]-14; Acting, Animal Han-
  dling (Dogs or Pigs), Disguise, Electronics Operation
  (Media), Explosives (Demolition or Fireworks), Fast-Talk,
  Freight Handling, or Hazardous Materials (Biological or
  Chemical), all (A) IQ-1 [1]-13; Chemistry, Forensics, or
  Forgery, all (H) IQ-2 [1]-12; or 1 point to raise one of those
  skills by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-14.
  * Multiplied for self-control number; see p. B120.
  † Failed self-control roll means you must try to dispose of
  any evidence. If enemies are beating down the door, you might
  resort to acid, fire, or other extreme measures.
  Customization Notes
  The cleaner decides how he eliminates evidence. Trucking it
  off and dumping it with associates requires Driving (Heavy
  Wheeled), Freight Handling, and Hazardous Materials, plus a
  Contact Group. A successful skill roll by the Contact Group
  means the goods are incinerated, dumped overboard, or other-
  wise truly gone. A cleaner might use Animal Handling to feed
  bodies to animals; Chemistry to dissolve organic matter in
  acid; Explosives (Fireworks) for convenient fires; Acting, Dis-
  guise, and Fast-Talk to pose as the coroner; Electronics Opera-
  tion (Media) to doctor security videotapes; and/or Forgery to
  fake death certificates.
  Other considerations:
  Criminal: A mob cleaner needs Streetwise for payoffs and
  Urban Survival to locate convenient Dumpsters and goal-
  posts. Savoir-Faire (Mafia) is vital – the profession is built on
  connections.
  Intelligence: Spies often make live people vanish. Such “hos-
  tile extractions” demand Observation and Shadowing, usually
  followed by Brainwashing or Interrogation. Cover-ups are also
  common; learn Propaganda for that.
  Law Enforcement: A crooked cop makes a frighteningly effi-
  cient cleaner – he can operate even after the evidence is found!
  He uses Administration and Law (Police) to alter crime-scene
  reports, and Savoir-Faire (Police) to finagle access to the evi-
  dence locker.
  Military: Commandos might bring along someone specifi-
  cally to hide their activities. Secondary skills like Explosives,
  Guns, and Knife are likely. Lens skills will be whatever the unit
  teaches all members.
  Security: Cinematic security agencies cover up illegal
  killings and kidnappings of enemies of the state with red tape
  – an abuse of Administration. Hazardous Materials specialties
  can dispose of WMD materials found during operations.
  DEMOLITION MAN
  250 points
  You want broke, blind, or bedlam?
  – Basher Tarr, Ocean’s Eleven
  Setting bombs is an excellent way to learn how to defuse
  them, while disarming them means thinking like a bomber.
  Thus, “demolition man” describes explosive ordnance disposal
  technicians, combat engineers, and mad bombers. All require
  a steady hand and familiarity with explosives, arson, and sab-
  otage. The differences amount to “How crazy are you?” and
  “Who pays for your work?” If you belong to a team, you get the
  fun jobs of clearing booby traps ahead and leaving nasty sur-
  prises behind.
  Attributes: ST 11 [10]; DX 13 [60]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00
  [-5]; Basic Move 6 [0].
  ACTION TEMPLATES
  8
  Quirky Good Luck
  These templates offer Luck as a “mandatory”
  advantage. Players who find Daredevil or Serendipity a
  better match for their roleplaying style are welcome to
  spend the 15 points there instead. The point is that an
  action hero won’t last long unless he enjoys some
  brand of regular good fortune!
  Also in the name of PC survival, the GM should seri-
  ously consider permitting Influencing Success Rolls (p.
  B347) and Flesh Wounds (p. B417). If he does, players
  are advised to save some or all of the five points
  obtained from quirks as “unspent points” for use with
  those rules.
  
  Advantages: Enhanced Dodge 3 (Dive for Cover) [15] and Luck
  [15]. • A further 30 points chosen from among lens advan-
  tages (pp. 4-5), ST +1 to +3 [10/level], DX +1 [20], IQ +1
  [20], HT +1 to +3 [10/level], Per +1 to +6 [5/level], Basic
  Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute Tim-
  ing [2], Artificer 1-3 [10/level], Combat Reflexes [15], Dan-
  ger Sense [15], Daredevil [15], Gizmos 1-3 [5/gizmo], Gun
  Perks [1/perk], Hard to Kill [2/level], High Manual Dexter-
  ity 1-4 [5/level], Rapid Healing [5] or Very Rapid Healing
  [15], Serendipity 1-2 [15/level], Shtick (Can strike a flame
  anywhere) [1], Signature Gear [Varies], Unfazeable [15],
  Wild Talent 1 [20], or replace Luck [15] with Extraordinary
  Luck [30] for 15 points.
  Disadvantages: -20 points chosen from among Duty (Agency,
  mob, service, or similar; Extremely Hazardous; 9, 12, or 15
  or less) [-10, -15, or -20], Fanaticism (Employer, nation, or
  service) [-15], Greed† [-15*], Honesty† [-10*], Intolerance
  (Rival nation or other large group) [-5], Secret (Bomb-mak-
  ing nutcase)† [-20], Sense of Duty (Team) [-5], or Social
  Stigma (Criminal Record)† [-5]. • Another -10 points cho-
  sen from among those traits or Curious [-5*], Delusion
  (“Explosives are safe around me!”) [-5], Flashbacks [-5 or
  -10], Hard of Hearing [-10], Missing Digit [-2 or -5], Phobia
  (Loud Noises) [-10*], Post-Combat Shakes [-5*], Pyromania
  [-5*], Trademark (Bomb design/deployment) [-5 or -10], or
  Wounded [-5]. • A further -15 points chosen from either of
  the previous lists or Callous [-5], Impulsiveness [-10*],
  Oblivious [-5], Odious Personal Habits [-5 to -15], On
  the Edge [-15*], Overconfidence [-5*], Stubbornness
  [-5], or Trickster [-15*].
  Primary Skills: One Explosives specialty:
  1. Explosives (Demolition) (A) IQ+6 [24]-20. Defaults:
  Explosives (Underwater Demolition) (A) IQ+4 [0]-18,
  Explosives (Explosive Ordnance Disposal, Fireworks,
  and Nuclear Ordnance Disposal) (A) IQ+2 [0]-16, and
  Engineer (Combat) (H) IQ [0]-14.
  2. Explosives (Explosive Ordnance Disposal) (A) IQ+6
  [24]-20. Defaults: Explosives (Nuclear Ordnance Dis-
  posal) (A) IQ+4 [0]-18, and Explosives (Demolition,
  Fireworks, and Underwater Demolition) (A) IQ+2 [0]-16.
  Secondary Skills: One of Boxing (A) DX [2]-13, Brawling (A)
  DX+1 [2]-14, or Karate (H) DX-1 [2]-12. • Either Judo (H)
  DX-1 [2]-12 or Wrestling (A) DX [2]-13. • Guns (Grenade
  Launcher, LAW, Pistol, or Shotgun) and Guns (second
  choice), both (E) DX+1 [2]-14. • Four of Architecture,
  Armoury (Heavy Weapons), Artillery (any), Lockpicking,
  Machinist, Mechanic (Automobile), Scuba, or Traps, all (A)
  IQ [2]-14; Chemistry, Engineer (Combat), or Expert Skill
  (Military Science), all (H) IQ-1 [2]-13; or 2 points to raise one
  of those skills or a combat skill by a level. • Four of Stealth or
  Throwing, both (A) DX [2]-13; Smuggling (A) IQ [2]-14;
  Swimming (E) HT+1 [2]-13; Running (A) HT [2]-12;
  Scrounging (E) Per+1 [2]-15; Search (A) Per [2]-14; or 2
  points to raise one of those skills or a combat skill by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-14 and Driving (Automobile or
  Heavy Wheeled) (A) DX-1 [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Honesty typically precludes Greed, Secret, and Social
  Stigma in this role.
  Customization Notes
  The big question is “Which Explosives specialty?” The
  answer depends heavily on background:
  Criminal: Crooks favor Explosives (Demolition). Bombers
  use secondary skills like Architecture and Mechanic to situate
  explosives effectively, and Smuggling to conceal them. Safe-
  crackers need Lockpicking and Traps. Both benefit from
  Forced Entry, Filch, Holdout, and similar background skills.
  Intelligence: Spies use skills identical to those of criminal
  bomb-makers. Area Knowledge, Interrogation, Observation,
  and Research can locate suitable targets.
  Law Enforcement: Bomb-squad technicians need Explo-
  sives (EOD), Search, and Traps. Criminology is useful for out-
  guessing bombers, while Expert Skill (Military Science) and
  Forensics can reveal where the explosives came from.
  Military: Soldiers might follow either path, acquiring
  Armoury, Artillery, and Guns (Grenade Launcher or LAW)
  along the way. Pooling secondary and background points can
  give formidable levels of Scuba and Swimming (for underwa-
  ter demolition), Throwing (for grenades!), etc.
  Security: As law enforcement, but focused on antiterrorism.
  Dirty bombs and nerve gas demand Hazardous Materials skills.
  FACE MAN
  250 points
  I just don’t understand it. I lie, I cheat,
  I steal, and I just don’t get any respect!
  – Faceman, The A-Team (Episode 65)
  Every crew needs a “social engineer”
  – they just don’t know it yet! You’ll con-
  vince them, though, because that’s your
  gift. Whether it’s fast-talking the guards
  at the gate or setting up the long con,
  you’re a pro at getting close to the mark
  and into his confidence. Your biggest
  asset is a devious mind, but you also
  possess cat-like grace and disarming
  good looks. Your chief weakness is that even your closest asso-
  ciates can’t quite bring themselves to trust you.
  Attributes: ST 10 [0]; DX 13 [60]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 15 [0]; FP 11 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Attractive [4]; Honest Face [1]; Luck [15]; and
  Smooth Operator 2 [30]. • A further 30 points chosen from
  among lens advantages (pp. 4-5), ST +1 to +3 [10/level], DX
  +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Alcohol Toler-
  ance [1], Business Acumen 1-3 [10/level], Charisma 1-6
  [5/level], Contact Group (Corporation, local black market,
  quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat
  Reliable) [5, 10, or 15], Cultural Adaptability [10], Daredevil
  [15], Fashion Sense [5], Gun Perks [1/perk], Language Tal-
  ent [10], Languages (any) [2-6/language], No Hangover [1],
  Rapier Wit [5], Sensitive [5] or Empathy [15], Serendipity 1-
  2 [15/level], Signature Gear [Varies], Smooth Operator 3-4
  [15/level], Voice [10], Wild Talent 1 [20], improve Appear-
  ance to Handsome [12] for 8 points or Very Handsome [16]
  for 12 points, or replace Luck [15] with Extraordinary Luck
  [30] for 15 points.
  ACTION TEMPLATES
  9
  
  Disadvantages: -15 points chosen from among Duty (Agency,
  mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15],
  Greed [-15*], Secret (Past scams) [-5 or -10], Sense of Duty
  (Team) [-5], Social Stigma (Criminal Record) [-5], or Trick-
  ster [-15*]. • Another -15 points chosen from among those
  traits or Chummy [-5] or Gregarious [-10], Compulsive
  Carousing [-5*], Compulsive Gambling [-5*], Compulsive
  Lying [-15*], or Lecherousness [-15*]. • A further -20 points
  chosen from either of the previous lists or Curious [-5*],
  Impulsiveness [-10*], Jealousy [-10], Kleptomania [-15*],
  Overconfidence [-5*], Selfish [-5*], or Trademark [-5 to -15].
  Primary Skills: Savoir-Faire (High Society, Mafia, Military, or
  Police) (E) IQ+2 [1]-17†; Acting, Fast-Talk, Leadership, and
  Public Speaking, all (A) IQ+1 [1]-16†; Merchant (A) IQ-1
  [1]-14; Diplomacy (H) IQ [1]-15†; Carousing (E) HT+2
  [1]-13†; Sex Appeal (A) HT+2 [1]-13†‡; Intimidation (A)
  Will+1 [1]-16†; and Detect Lies (H) Per [1]-15†.
  Secondary Skills: One of Boxing (A) DX [2]-13, Brawling (A)
  DX+1 [2]-14, or Karate (H) DX-1 [2]-12. • Either Judo (H)
  DX-1 [2]-12 or Wrestling (A) DX [2]-13. • Guns (Pistol) (E)
  DX+1 [2]-14 and Holdout (A) IQ-1 [1]-14. • Ten of Fast-Draw
  (Pistol) (E) DX [1]-13; Dancing, Filch, or Stealth, all (A) DX-
  1 [1]-12; Pickpocket or Sleight of Hand, both (H) DX-2
  [1]-11; Savoir-Faire (any) (E) IQ+2 [1]-17†; Administration,
  Connoisseur (any), Disguise, Electronics Operation (Media),
  Gambling, Interrogation, Propaganda, or Smuggling, all (A)
  IQ-1 [1]-14; Counterfeiting, Forgery, or Psychology, all (H)
  IQ-2 [1]-13; Body Language (A) Per-1 [1]-14; or 1 point to
  raise one of those skills or any primary skill by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-15 and Driving (Automobile or
  Motorcycle) (A) DX-1 [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Smooth Operator.
  ‡ Includes +1 for Attractive.
  Customization Notes
  Face men thrive in any social situation, but most have spe-
  cialties: falsifying records (Administration, Counterfeiting, Elec-
  tronics Operation, and Forgery), impersonation (Disguise, plus
  more Acting and Fast-Talk), living large (Connoisseur, Dancing,
  and Gambling), “psy-ops” (Interrogation, Propaganda, Psychol-
  ogy, and high Detect Lies), stolen goods (Smuggling and
  increased Merchant), theft (Filch, Pickpocket, Sleight of Hand,
  and Stealth), etc. Background puts a further spin on things:
  Criminal: A crook has background skill points in Carousing,
  Intimidation, Savoir-Faire (Mafia), and/or Streetwise – all of
  which benefit from Smooth Operator!
  Intelligence: Some spies use social manipulation to get near
  objectives; they’ll want Area Knowledge of exotic destinations,
  Photography (for miniaturized cameras), and Search (for
  rifling through handbags and discarded clothing). Others are
  psychological warriors with scary Brainwashing, Interroga-
  tion, and Propaganda skills.
  Law Enforcement: Undercover detectives and cinematic
  vice cops need Streetwise (which gets the Smooth Operator
  bonus), Accounting (for quick peeks at the books), and/or
  Criminology (to outthink the opposition).
  Military: Military face men are well-versed in Leadership,
  Savoir-Faire, and Tactics. Likeable officers also know Strategy,
  while well-connected NPCs improve Soldier skill.
  Security: Some agencies employ spokesmen to defuse diplo-
  matic bombs; e.g., when a spy is deported. Most hail from the
  side of the company that teaches Administration and Intelli-
  gence Analysis.
  HACKER
  250 points
  Gabriel: DOD d-base, 128-bit RSA encryption. Whattaya
  think? Impossible?
  Stanley: Nothing’s impossible.
  – Swordfish
  Banks and utilities, streetlights and air-traffic control, com-
  munications and security systems . . . everything runs on com-
  puters. If you’re legit, your beat is huge and you face rivals
  halfway around the globe. If you aren’t, you’re betting your lap-
  top against million-dollar opposition. On a team, you validate
  false ID for the face man (pp. 9-10), kill alarms ahead of the
  infiltrator (pp. 11-12), pull records for the investigator (pp. 12-
  13), and work geek-to-geek with the wire rat (p. 16).
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 13 [-10]; FP 11 [0]; Basic Speed 6.00
  [5]; Basic Move 6 [0].
  Advantages: Born to Be Wired 4 [20]; Luck [15]; and Quick
  Gadgeteer (H4xx0r, -50%) [25]. • A further 30 points chosen
  from among lens advantages (pp. 4-5), ST +1 to +3
  [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level],
  Absolute Timing [2], Artificer 1-3 [10/level], Business Acu-
  men 1-3 [10/level], Contact Group (Online associates; Skill-
  12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15],
  Daredevil [15], Eidetic Memory [5] or Photographic Mem-
  ory [10], Gizmos 1-3 [5/gizmo], Intuition [15], Mathemati-
  cal Ability 1-3 [10/level], Pitiable [5], Serendipity 1-2
  [15/level], Signature Gear [Varies], Wild Talent 1 [20],
  Zeroed [10], or replace Luck [15] with Extraordinary Luck
  [30] for 15 points.
  Disadvantages: -15 points chosen from among Duty (Agency,
  mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or
  -15], Greed† [-15*], Obsession (Hack a specific target)†
  [-5*], Secret (Past hacks) [-5 or -10], Sense of Duty (Team)
  [-5], or Social Stigma (Criminal Record or Minor) [-5]. •
  Another -10 points chosen from among those traits or
  Curious [-5*], Delusion (“The real world works just like
  the Internet!”) [-5], Clueless [-10], Gullibility [-10*], Hon-
  esty† [-10*], Loner [-5*], Oblivious [-5], Shyness [-5 or
  -10], or Trademark (Particular hack or “calling card”) [-5
  or -10]. • A further -15 points chosen from either of the
  previous lists or Bad Temper [-10*], Cowardice [-10*],
  Easy to Read [-10], Impulsiveness [-10*], Jealousy [-10],
  Klutz [-5] or Total Klutz [-15], Laziness [-10], Overconfi-
  dence [-5*], Post-Combat Shakes [-5*], Slow Riser [-5],
  Squeamish [-10*], Stubbornness [-5], Trickster [-15*],
  Unfit [-5] or Very Unfit [-15], or one of Overweight [-1], Fat
  [-3], Very Fat [-5], or Skinny [-5].
  Primary Skills: Computer Operation (E) IQ+4 [1]-19‡; Elec-
  tronics Repair (Computers) (A) IQ+3 [1]-18‡; Computer
  Programming, Cryptography, and Expert Skill (Computer
  Security), all (H) IQ+2 [1]-17‡; and Computer Hacking (VH)
  IQ+3 [4]-18‡.
  ACTION TEMPLATES
  10
  
  Secondary Skills: Guns (Pistol) (E) DX [1]-12. • Six of Stealth
  (A) DX+1 [4]-13; Cartography, Electronics Operation (Com-
  munications, Media, Security, Sensors, or Surveillance),
  Research, Speed-Reading, Teaching, or Writing, all (A)
  IQ+1 [4]-16; Accounting, Forgery, or Intelligence Analysis,
  all (H) IQ [4]-15; or Scrounging (E) Per+2 [4]-15.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Bicy-
  cling (E) DX [1]-12 or Driving (Automobile or Motorcycle)
  (A) DX-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Honesty is for “white hats” and security experts, and nor-
  mally precludes Greed and Obsession as motivations (but not
  Secret or Social Stigma!).
  ‡ Includes +4 for Born to Be Wired.
  Customization Notes
  Cinematic hackers have a specialized skill set, but there’s
  still some flexibility. Those in grittier stories use “realistic”
  techniques: faking ID in order to gain physical access to the
  mainframe (Forgery), Dumpster-diving for passwords on
  Post-it notes (Scrounging), poring over manuals (Speed-
  Reading), etc. In more fanciful movies, they do tricks like cre-
  ate fancy 3D maps of the objective (Cartography), reprogram
  security systems (Electronics Operation (Security)), and turn
  traffic-monitoring systems into spy-cams (Electronics Opera-
  tion (Surveillance)).
  Variations include:
  Criminal: This is most hackers! Even the lovable kid – that’s
  what Social Stigma (Minor) and Bicycling are for – might have
  Streetwise, Gambling (to win at online poker), and Urban Sur-
  vival (to locate Dumpsters for diving).
  Intelligence: High-tech spies generally crank up Cryptogra-
  phy, Intelligence Analysis, and Research. Those that spread
  disinformation often know Propaganda, too.
  Law Enforcement: Realistic computer-crimes investigators
  mostly aren’t hackers, but those in the movies are frequently
  “reformed” criminals. These routinely ignore physical police
  skills in favor of Administration, Accounting, and similar cere-
  bral stuff.
  Military: Cinematic elite units often include a skinny guy
  with a rifle and an olive-drab laptop. Everybody else has to
  bleed and die to get him to some secure objective. His best mil-
  itary skills are more likely to be Forward Observer and Strat-
  egy than Guns and Hiking.
  Security: An expert in computer security is as likely as one
  in physical security. Most of the notes for law enforcers apply,
  but use background skill points to buy even higher levels of
  Cryptography – and likely Criminology, for computer-assisted
  profiling.
  INFILTRATOR
  250 points
  I came in from the roof. I dropped twenty floors down on a
  McNeal descender.
  – Virginia Baker, Entrapment
  You’re adept at getting into places that nobody else can get
  into and taking things that everybody else wants – preferably
  sans explosions and gunshots. If all goes well, the first person
  to discover your handiwork is the ambassador who can’t find
  his briefcase the next morning, or the watchman who realizes
  the Rembrandt is gone after it’s hanging in your condo by Cen-
  tral Park. When working with a crew, your priority is to go in
  ahead and open the door.
  Attributes: ST 10 [0]; DX 15 [100]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 7.00
  [10]; Basic Move 7 [0].
  Advantages: Flexibility [5]; Luck [15]; and Perfect Balance
  [15]. • A further 25 points chosen from among lens advan-
  tages (pp. 4-5), ST +1 or +2 [10 or 20], DX +1 [20], IQ +1
  [20], HT +1 or +2 [10 or 20], Per +1 to +5 [5/level], Basic
  Move +1 to +3 [5/level], Absolute Direction [5] or 3D Spatial
  Sense [10], Absolute Timing [2], Acute Senses (any)
  [2/level], Breath-Holding [2/level], Catfall [10], Combat
  Reflexes [15], Craftiness 1-4 [5/level], Danger Sense [15],
  Daredevil [15], Enhanced Dodge 1 [15], Fit [5] or Very Fit
  [15], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], High Man-
  ual Dexterity 1-4 [5/level], Night Vision 1-9 [1/level], Periph-
  eral Vision [15], Serendipity 1 [15], Signature Gear [Varies],
  Wild Talent 1 [20], Zeroed [10], improve Flexibility [5] to
  Double-Jointed [15] for 10 points, or replace Luck [15] with
  Extraordinary Luck [30] for 15 points.
  Disadvantages: Loner (12) [-5] • -20 points chosen from
  among Duty (Agency, mob, service, or similar; Extremely
  Hazardous; 9, 12, or 15 or less) [-10, -15, or -20], Greed
  [-15*], Kleptomania [-15*], Obsession (Steal a particular
  item) [-5*], Secret (Past crimes) [-5 or -10], Sense of Duty
  (Team) [-5], Social Stigma (Criminal Record) [-5], or Trick-
  ster [-15*]. • Another -25 points chosen from among the
  previous traits or Cowardice [-10*], Curious [-5*], Impul-
  siveness [-10*], Jealousy [-10], Overconfidence [-5*], Selfish
  [-5*], Shyness [-5 or -10], Skinny [-5], Stubbornness [-5],
  Trademark [-5 to -15], or worsen Loner from (12) [-5] to (9)
  [-7] for -2 points or to (6) [-10] for -5 points.
  Primary Skills: Forced Entry and Jumping, both (E) DX
  [1]-15; Stealth (A) DX [2]-15; Climbing (A) DX+3 [1]-18†‡;
  Escape (H) DX+1 [1]-16†; Acrobatics (H) DX [2]-15‡; and
  Electronics Operation (Security), Lockpicking, and Traps,
  all (A) IQ+1 [4]-14.
  Secondary Skills: One of Boxing (A) DX [2]-15, Brawling (A)
  DX+1 [2]-16, or Karate (H) DX-1 [2]-14. • Either Judo (H)
  DX-1 [2]-14 or Wrestling (A) DX [2]-15. • Guns (Pistol) (E)
  DX [1]-15. • Four of Parachuting (E) DX+1 [2]-16; Driving
  (Automobile or Motorcycle), Piloting (Glider), or Subma-
  rine (Free-Flooding Sub), all (A) DX [2]-15; Scuba (A) IQ
  [2]-13; Swimming (E) HT+1 [2]-12; Running (A) HT [2]-11;
  or 2 points to raise one of those skills or Acrobatics, Stealth,
  or an unarmed skill by a level. • Six of Knot-Tying (E) DX
  [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camou-
  flage or Gesture, both (E) IQ [1]-13; Animal Handling
  (Dogs), Architecture, Cartography, Connoisseur (any), Elec-
  tronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12;
  Observation or Search, both (A) Per-1 [1]-12; or 1 point to
  raise one of those skills or Climbing, Forced Entry, or
  Jumping by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Flexibility.
  ‡ Includes +1 for Perfect Balance.
  ACTION TEMPLATES
  11
  
  Customization Notes
  Secondary and background skill choices here vary greatly
  by motivation:
  Criminal: Cat burglars steal to get rich before they’re too old
  for tight black catsuits. Most possess commonly taught second-
  ary skills: Driving, Holdout, Running, Search, etc. Background
  points buy more Forced Entry and Stealth, plus enough Savoir-
  Faire (Mafia) and Streetwise to score tools and move loot.
  Intelligence: Agents who photograph missiles and steal plans
  learn “technical” secondary skills – Cartography, Piloting,
  Scuba, Submarine, etc. The background skills Observation,
  Photography, and Search are crucial for intelligence-gathering.
  Law Enforcement: Some cinematic cops-turned-PIs employ
  illegal entry as their chief investigative technique. Likely sec-
  ondary skills are Animal Handling, Driving, Filch, and Search.
  Fitting background skills include Criminology and a
  respectable level of Guns.
  Military: Because commandos frequently infiltrate hot
  zones, they should pool secondary and background points to
  buy high levels of Camouflage, Parachuting, Scuba, and Swim-
  ming, plus more and better combat skills.
  Security: The classic
  infiltrator role here is the
  secret policeman who
  finds or plants evidence
  where needed. Secondary
  points go toward Hold-
  out, higher Forced Entry
  and 
  Stealth, 
  and
  unarmed skills. Back-
  ground 
  skills 
  always
  include Criminology and
  combat training.
  INVESTIGATOR
  250 points
  This is the resume of a professional mercenary! You got the
  world’s biggest drug dealer on his way here. What, do you need a
  slide rule to figure it out? Or maybe another body in a zipper bag
  before you start asking questions?
  – Det. Lt. John McClane, Die Hard 2
  It’s crucial to know where you’re headed, when the opposi-
  tion intends to move, what you (or they) are grabbing, who
  you’re shooting at, and why. Hitting the wrong mark can be
  embarrassing – or fatal. You might not be as slick as the face
  man (pp. 9-10), a computer wizard like the hacker (pp. 10-11),
  or the equal of the wire rat (p. 16) at surveillance, but you still
  get the facts, and can coordinate these experts and analyze
  their results.
  Attributes: ST 10 [0]; DX 13 [60]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 17 [10]; FP 11 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Intuition [15] and Luck [15]. • A further 30 points
  chosen from among lens advantages (pp. 4-5), ST +1 to +3
  [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Per
  +1 or +3 [5/level], Acute Senses (any) [2/level], Contact
  Group (Investigative agency or police department; Skill-12,
  15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], 
  Cultural Familiarity [1/culture], Danger Sense [15], Dare-
  devil [15], Gun Perks [1/perk], Honest Face [1], Languages
  (any) [2-6/language], Sensitive [5] or Empathy [15],
  Serendipity 1-2 [15/level], Signature Gear [Varies], Smooth
  Operator 1-2 [15/level], Wild Talent 1 [20], or replace Luck
  [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: -25 points chosen from among Curious [-5*],
  Duty (Agency, mob, service, or similar; 9, 12, or 15 or less)
  [-5, -10, or -15], Greed† [-15*], Honesty† [-10*], Obsession
  (Solve a particular case) [-5*], Secret (Past crimes – or
  cover-ups) [-5 or -10], Sense of Duty (Team) [-5], or Social
  Stigma (Criminal Record)† [-5]. • Another -25 points cho-
  sen from among the previous traits or Alcoholism [-15],
  Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Guilt
  Complex [-5], Insomniac [-10 or -15], Nightmares [-5*],
  Overconfidence [-5*], Paranoia [-10], Stubbornness [-5],
  Truthfulness [-5*], Workaholic [-5], or one of Overweight
  [-1], Fat [-3], or Very Fat [-5].
  Primary Skills: Intelligence Analysis (H) IQ+1 [8]-16. • Six of
  Criminology, Electronics Operation (Surveillance), Interro-
  gation, Photography, Research, Shadowing, or Speed-Read-
  ing, all (A) IQ [2]-15; Body Language, Lip
  Reading, Observation, Search, or Tracking,
  all (A) Per [2]-17; or Detect Lies (H) Per-1
  [2]-16.
  Secondary Skills: One of Boxing (A) DX
  [2]-13, Brawling (A) DX+1 [2]-14, or Karate
  (H) DX-1 [2]-12. • Either Judo (H) DX-1
  [2]-12 or Wrestling (A) DX [2]-13. • Guns
  (Pistol) (E) DX+1 [2]-14 and Holdout (A)
  IQ-1 [1]-14. • Three of Administration (A)
  IQ [2]-15; Accounting, Cryptography,
  Expert Skill (Military Science), Forensics,
  or Psychology, all (H) IQ-1 [2]-14; or
  another primary skill choice. • Three of Forced Entry (E)
  DX+1 [2]-14; Stealth (A) DX [2]-13; Area Knowledge (any),
  Computer Operation, or Current Affairs (any), all (E) IQ+1
  [2]-16; Writing (A) IQ [2]-15; Diplomacy (H) IQ-1 [2]-14; or
  2 points to raise a combat skill by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Driving
  (Automobile or Motorcycle) (A) DX-1 [1]-12.
  * Multiplied for self-control number; see p. B120.
  † Honesty is for legitimate lawmen, and normally precludes
  Greed and Social Stigma (but not the Secret!).
  Customization Notes
  Investigators have significant latitude in primary skills.
  Their many strategies include document searches (Research
  and Speed-Reading), physical searches (Criminology and
  Search), pursuit (Shadowing and Tracking), “reading” people
  (Body Language and Lip Reading), shakedowns (Detect Lies
  and Interrogation), and surveillance (Electronics Operation,
  Observation, and Photography) – pick a few favorites. Sec-
  ondary skills cover everything from checking the news (Current
  Affairs) and the ’net (Computer Operation) to forensic account-
  ing (Accounting), lab analysis (Forensics), and other exotica.
  Criminal: Every crew needs someone to case objectives –
  typically via surveillance – and formulate plans. Major back-
  ground skills are Streetwise (for “word on the street”), plus
  Filch, Forced Entry, and Stealth for testing security, grabbing
  keys, etc.
  ACTION TEMPLATES
  12
  
  Intelligence: Like real spies, cinematic ones often utilize
  dogged research and tedious surveillance. Background train-
  ing consists of many Area Knowledge and Current Affairs spe-
  cialties, plus additional points plowed into primary and
  secondary areas.
  Law Enforcement: The detective (private or police) might
  use any strategy! A decent Law (Police) skill is crucial to ensure
  evidence is admissible in court. Combat skills are vital when
  hunting dangerous crooks.
  Military: Intelligence officers interrogate prisoners (Interro-
  gation) and search enemy positions (Search). Lens skills are
  whatever the unit teaches all members.
  Security: Counterspies use every means to locate spies. Back-
  ground points should boost primary and secondary choices and
  buy the combat skills that every cinematic agent needs.
  MEDIC
  250 points
  Ten-four, we’re transmitting EKG. We’re sending you a strip.
  Vitals to follow. Pulse is 160, the victim is in extreme pain, Ram-
  part. V-fib!
  – Paramedic John Gage, Emergency
  Firefights, explosions, and car crashes mean injuries – and
  when the hurt comes down, you’re ready with the dressings
  and defibrillator paddles. You might be a military field medic,
  an urban EMT, a first-rate physician, or a third-rate vet who
  stitches up mobsters for cash. Whatever your credentials, you
  find uses for your medical expertise even when nobody has
  been shot: captives need drugging, allies need antidotes, and
  an action hero’s world is full of scorpion stings, snakebites, and
  terrorist bioweapons.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 15 [0]; FP 12 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Healer 4 [40]; Higher Purpose (“Medic!”) [5]; and
  Luck [15]. • A further 30 points chosen from among lens
  advantages (pp. 4-5), ST +1 to +3 [10/level], DX +1 [20], IQ
  +1 [20], HT +1 to +3 [10/level], Combat Reflexes [15], Con-
  tact Group (Clinic, hospital, etc.; Skill-12, 15, or 18; 9 or
  less; Somewhat Reliable) [5, 10, or 15], Daredevil [15], Fear-
  lessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo],
  High Manual Dexterity 1-4 [5/level], Resistant to Disease
  (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Sensitive
  [5] or Empathy [15], Serendipity 1-2 [15/level], Signature
  Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points.
  Disadvantages: -20 points chosen from among Duty (Agency,
  mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or
  -15], Greed [-15*], Honesty [-10*], Secret (Used or sold
  drugs, negligence, etc.) [-5, -10, or -20], Sense of Duty
  (Team) [-5], or Social Stigma (License Revoked) [-5]. •
  Another -15 points chosen from among those traits or
  Charitable [-15*], Chummy [-5] or Gregarious [-10], Code
  of Honor (Hippocratic Oath) [-5], Delusion (“I’m God
  when I’m your doctor!”) [-5], Guilt Complex [-5], Selfish
  [-5*] or Selfless [-5*], or Vow (Refuse no request for med-
  ical aid) [-10]. • A further -15 points chosen from either of
  the previous lists or Alcoholism [-15], Curious [-5*],
  Insomniac [-10 or -15], Nightmares [-5*], Overconfidence
  [-5*], Post-Combat Shakes [-5*], Stubbornness [-5], Truth-
  fulness [-5*], or Workaholic [-5].
  Primary Skills: Diagnosis, Pharmacy (Synthetic), and Psy-
  chology, all (H) IQ+2 [1]-17†; Physician (H) IQ+5 [8]-20†;
  and Surgery (VH) IQ+1 [1]-16†.
  Secondary Skills: Either Judo (H) DX-1 [2]-11 or Wrestling
  (A) DX [2]-12. • Guns (Pistol) (E) DX [1]-12. • Four of
  Fast-Draw (Medical Gear) or Knife, both (E) DX+1 [2]-13;
  NBC Suit (A) DX [2]-12; Hazardous Materials (Biological),
  Research, Teaching, or Writing, all (A) IQ [2]-15; Chem-
  istry, Expert Skill (Epidemiology), Forensics, Naturalist,
  or Poisons, all (H) IQ-1 [2]-14; or 2 points to raise one of
  those skills or a grappling skill by a level. • Three of Dri-
  ving (Automobile or Heavy Wheeled), Piloting (Heli-
  copter), or Stealth, all (A) DX [2]-12; Administration or
  Interrogation, both (A) IQ [2]-15; Diplomacy (H) IQ-1
  [2]-14; Scrounging (E) Per+1 [2]-16; or 2 points to raise
  one of those skills by a level.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-15.
  * Multiplied for self-control number; see p. B120.
  † Includes +4 for Healer.
  Customization Notes
  Extreme Physician skill is necessary to simulate action-
  movie realism. With decent gear (+1 or +2 to skill), the medic
  can accept the -10 for instant use described in Time Spent (p.
  B346) and thus patch people up during a gunfight!
  This suggests a talented professional; however, action-
  heroes are rarely bookish researchers. A better archetype is the
  bush doctor (Knife, Naturalist, Piloting, and Scrounging):
  adept at working whatever’s at hand and treating venomous
  bites. Another is the cinematic epidemiologist (Expert Skill
  (Epidemiology), Hazardous Materials, Interrogation, and NBC
  Suit), who enters hot zones, identifies plagues, and confronts
  the miscreants who unleashed them. Background is equally
  important:
  Criminal: A violent crew might include a back-alley doc.
  Good Filch and Streetwise let him steal or buy equipment –
  and other skills may suggest how he lost his license (Carousing
  or Gambling).
  ACTION TEMPLATES
  13
  What, do you need a slide rule to figure it out? Or maybe
  another body in a zipper bag before you start asking questions?
  – Det. Lt. John McClane, Die Hard 2
  
  Intelligence: The hands that heal can also torture and
  administer truth serums. Lens skills of importance are Brain-
  washing, Interrogation, and improved Psychology.
  Law Enforcement: Many an action-hero EMT is functionally
  a cop and a doctor. Crucial training includes combat skills –
  and often a remarkable level of Forensics.
  Military: In military games, PC survival depends on some-
  body with Surgery being right there to stabilize mortal wounds.
  Corpsmen have their unit’s usual background skills – especially
  combat skills.
  Security: The notes for the intelligence lens apply. Medics
  are also assets on a team of bodyguards, where they’ll need
  Body Language, Observation, and combat skills.
  SHOOTER
  250 points
  National sports pistol champion at age 10. Recruited by the
  army. Sounds like black ops got him and trained him.
  – Hertz, Shoot ’Em Up
  It wouldn’t be an action story if the floor wasn’t covered
  with spent brass eventually – and while the entire squad shoots
  when the chips are down, you’re a true gunslinger. You’ll tackle
  a whole building full of mooks, need be . . . you’re that good.
  The assassin (p. 7) scores higher with the sniper rifle and the
  demolition man (pp. 8-9) does better with explosive weaponry,
  but you’re not choosy. If it shoots, you can and will use it.
  Attributes: ST 11 [10]; DX 16 [120]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 7.00
  [0]; Basic Move 7 [0].
  Advantages: Gunslinger [25] and Luck [15]. • A further 30
  points chosen from among lens advantages (pp. 4-5), ST +1
  to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3
  [10/level], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic
  Move +1 to +3 [5/level], Acute Vision [2/level], Ambidexter-
  ity [5], Combat Reflexes [15], Daredevil [15], Enhanced
  Dodge 1-2 [15/level], Fearlessness [2/level], Fit [5] or Very
  Fit [15], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], Hard to
  Kill [2/level], Hard to Subdue [2/level], High Pain Threshold
  [10], Peripheral Vision [15], Rapid Healing [5] or Very
  Rapid Healing [15], Serendipity 1-2 [15/level], Signature
  Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with
  Extraordinary Luck [30] for 15 points.
  Disadvantages: -20 points chosen from among Code of Honor
  (“Stay bought”) [-5] or (Soldier’s) [-10], Duty (Agency, mob,
  service, or similar; Extremely Hazardous; 9, 12, or 15 or
  less) [-10, -15, or -20], Fanaticism (Employer, nation, or
  service) [-15], Greed [-15*], Intolerance (Rival nation or
  other large group) [-5], Sense of Duty (Team) [-5] or
  (Nation) [-10], or Social Stigma (Criminal Record) [-5]. •
  Another -10 points chosen from among those traits or Bad
  Temper [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*],
  or Honesty [-10*]. • A further -20 points chosen from either
  of the previous lists or Callous [-5], Flashbacks [-5 or -10],
  Impulsiveness [-10*], Odious Personal Habits [-5 to -15], On
  the Edge [-15*], Overconfidence [-5*], Paranoia [-10], Stub-
  bornness [-5], or Wounded [-5].
  Primary Skills: Fast-Draw (Ammo), Forced Entry, and
  Jumping, all (E) DX [1]-16; and Acrobatics (H) DX [4]-16.
  • Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2
  [4]-18. • Seven of Guns (Light Machine Gun, Pistol, Rifle,
  Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought
  from default to first Guns specialty; Crossbow, Fast-Draw
  (Long Arm or Pistol), Gunner (Cannon or Machine Gun),
  Guns (Grenade Launcher or LAW), Liquid Projector
  (Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing
  (A) DX-1 [1]-15.
  Secondary Skills: One of Boxing (A) DX [2]-16, Brawling (A)
  DX+1 [2]-17, or Karate (H) DX-1 [2]-15. • Either Judo (H)
  DX-1 [2]-15 or Wrestling (A) DX [2]-16. • Driving (Automo-
  bile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
  Armoury (Heavy Weapons or Small Arms) and Holdout,
  both (A) IQ+1 [4]-12; and Running (A) HT [2]-12.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-11.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  Choose your weapons! First, select a primary Guns skill.
  Options are Pistol, Shotgun, and SMG because most action
  games visit the city, where heavier firepower slaughters more
  bystanders than bad guys. The GM might permit Guns (Rifle)
  if there’s no assassin to upstage, or Guns (LMG) in a military
  game.
  Background affects remaining choices:
  Criminal: Gangsters favor common, easily replaced weap-
  ons. Top skills are Guns (Pistol, Rifle, Shotgun, and SMG),
  Fast-Draw, and Liquid Projector (Sprayer) for pepper spray.
  Archetypal background skills are Brawling and Intimidation.
  Intelligence: Most trigger-happy “spies” are ex-military mus-
  cle. They’re encouraged to favor weapons that can be con-
  cealed and/or silenced, wielded with Guns (Pistol, Rifle, and
  SMG), Fast-Draw, and occasionally Crossbow or Liquid Pro-
  jector. Lens skills such as Smuggling and Holdout help hide
  hardware, and Area Knowledge often explains why a gunman
  was retained.
  Law Enforcement: A SWAT man. He’ll want Guns (Pistol,
  Rifle, Shotgun, and SMG), Guns (Grenade Launcher), and
  Throwing. Instead of using background points for more com-
  bat skills, buy decent levels of Observation and Tactics.
  Military: Every soldier shoots, but the “heavy weapons
  man” knows some of Guns (Grenade Launcher, LAW, and
  LMG), Gunner (Cannon and Machine Gun), and Liquid Pro-
  jector (Flamethrower). In the movies, he’s deadly with Knife
  and Spear (bayonets), trained at Tactics, and familiar with
  really heavy weapons – Artillery.
  Security: Bodyguards lean toward concealable firepower –
  Guns (Pistol, Shotgun, and SMG), Fast-Draw, and Liquid Pro-
  jector (Sprayer). Choice lens skills are Body Language
  (“Gun!”), First Aid, Holdout and Observation.
  WHEEL MAN
  250 points
  Transportation is a precise business.
  – Frank Martin, The Transporter
  As E.B. White said, “Everything in life is somewhere else,
  and you get there in a car.” Sometimes you get there in a van,
  a chopper, or a rigid inflatable boat, but that maxim is a golden
  ACTION TEMPLATES
  14
  
  rule for action heroes. Whether you’re a lone transporter who
  moves high-value cargoes for a fee, or a chauffeur for gang-
  sters, soldiers, or dignitaries, your stock in trade is the ride. You
  customize the vehicle, choose the routes, and sit behind the
  controls.
  Attributes: ST 10 [0]; DX 14 [80]; IQ 13 [60]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 13 [0]; Per 14 [5]; FP 12 [0]; Basic Speed 7.00
  [10]; Basic Move 6 [-5].
  Advantages: Absolute Direction [5]; Driver’s Reflexes 4 [20];
  Higher Purpose (Deliver the package) [5]; and Luck [15]. 
  • A further 30 points chosen from among lens advantages
  (pp. 4-5), ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT
  +1 to +3 [10/level], Per +1 to +6 [5/level], Basic Speed +1
  [20], Acute Vision [2/level], Alcohol Tolerance [1], Artificer 1-
  3 [10/level], Combat Reflexes [15], Danger Sense [15], Dare-
  devil [15], Enhanced Dodge 1-3 (Vehicular) [5 or 10/level],
  Fearlessness [2/level], Gizmos 1-3 [5/gizmo], Gun Perks
  [1/perk], Hard to Kill [2/level], Night Vision 1-9 [1/level],
  Peripheral Vision [15], Serendipity 1-2 [15/level], Signature
  Gear [Varies], Wild Talent 1 [20], improve Absolute Direc-
  tion [5] to 3D Spatial Sense [10] for 5 points, or replace Luck
  [15] with Extraordinary Luck [30] for 15 points.
  Disadvantages: -20 points chosen from among Duty (Agency,
  mob, service, or similar; Extremely Hazardous; 9, 12, or 15
  or less) [-10, -15, or -20], Greed [-15*], Honesty [-10*], Sense
  of Duty (Team) [-5], or Social Stigma (Criminal Record)
  [-5]. • Another -10 points chosen from among those traits or
  vehicle-related Compulsive Behavior (Modification, speed-
  ing, etc.) [-5*], Delusions (e.g., “I’m immortal in my car!”)
  [-5], Odious Personal Habits (e.g., “Nobody touches my
  ride!”) [-5 or -10], or Phobias (e.g., Leaving vehicle) [-10*].
  • A further -15 points chosen from either of the previous
  lists or Bad Temper [-10*], Impulsiveness [-10*], Jealousy
  [-10], On the Edge [-15*], Overconfidence [-5*], or Stub-
  bornness [-5].
  Primary Skills: Three of Boating (Motorboat), Driving (Auto-
  mobile, Heavy Wheeled, or Motorcycle), Piloting (Glider,
  Helicopter, Light Airplane, or Ultralight), or Submarine
  (Free-Flooding Sub), all (A) DX+4 [2]-18†. • Four of
  Artillery (Bombs, Guided Missile, or Torpedoes), Electron-
  ics Operation (Communications or Sensors), Freight Han-
  dling, or Mechanic (any), all (A) IQ [2]-13; Navigation (Air,
  Land, or Sea) (A) IQ+3 [2]-16‡; or 2 points to raise one of
  those skills by a level.
  Secondary Skills: One of Boxing (A) DX [2]-14, Brawling (A)
  DX+1 [2]-15, or Karate (H) DX-1 [2]-13. • Either Judo (H)
  DX-1 [2]-13 or Wrestling (A) DX [2]-14. • Three of Gunner
  (Cannon, Machine Gun, or Rockets) or Guns (Pistol, Rifle,
  Shotgun, or Submachine Gun), all (E) DX+1 [2]-15. • Five
  of Parachuting (E) DX [1]-14; Stealth (A) DX-1 [1]-13; Area
  Knowledge (any) (E) IQ [1]-13; Cartography, Connoisseur
  (Cars), Machinist, Shadowing, or Smuggling, all (A) IQ-1
  [1]-12; Scrounging (E) Per [1]-14; or 1 point to raise one of
  those skills by a level or buy any primary skill at one level
  lower.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Com-
  puter Operation (E) IQ [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Includes +4 for Driver’s Reflexes.
  ‡ Includes +3 for Absolute Direction.
  Customization Notes
  Wheel men have many choices. Most want Driving and
  Mechanic – but some stories feature teams that travel by boat
  or plane, or vehicles fitted with fancy gadgets. Further 
  considerations:
  Criminal: Getaway drivers and “transporters” learn Dri-
  ving, Freight Handling, and Navigation (Land); use personal
  weapons; and master Area Knowledge and Smuggling. Their
  top background skill is Urban Survival – to know where not
  to drive!
  Intelligence: Spies occasionally need exotica like Submarine
  and Piloting (Glider), but mostly Driving. They’re adept at
  Electronics Operation, and know Artillery and Gunner for spy-
  car weapons! Pooling secondary and background points allows
  superior Shadowing and Smuggling.
  Law Enforcement: Cops favor Driving specialties for the
  department’s motorcycles, cars, and vans, and/or Piloting for
  the chopper. Area Knowledge, Electronics Operation (Commu-
  nications), and Shadowing are useful. Background points buy
  Observation (for stakeouts) and raise Guns to levels suitable
  for high-speed battles.
  Military: Anything’s possible, but helicopter pilots enjoy a
  special place in action movies. Artillery, Electronics Operation,
  and Gunner– and Parachuting, for pilots – are common. Pop-
  ular lens skills are Seamanship or Submariner to crew big vehi-
  cles, and Camouflage for when the squad disembarks to
  continue on foot.
  Security: Most bodyguard teams include a chauffeur with
  Driving, Mechanic for reviving shot-up rides, and Area Knowl-
  edge and Navigation (Land) to pick routes. Savoir-Faire (Ser-
  vant) and First Aid may be mandatory.
  ACTION TEMPLATES
  15
  
  WIRE RAT
  250 points
  Okay, boss, this LTX-71 concealable mike is part of the 
  same system that NASA used when they faked the Apollo Moon
  landings.
  – Mother, Sneakers
  You’re the crew’s ears and eyes. Cameras, mikes, tracking
  beacons, wiretaps, lasers bounced off windows, optical fibers
  under doors . . . no act of electronic privacy invasion is too
  small. Small is good, actually, because it’s harder to see. When
  there’s nothing on CCTV, you entertain yourself rigging remote
  detonators for the demolition man (pp. 8-9), running cable for
  the hacker (pp. 10-11), and cutting power for the infiltrator
  (pp. 11-12). You’re truly a hotshot with the soldering gun.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 16 [5]; FP 11 [0]; Basic Speed 6.00
  [5]; Basic Move 6 [0].
  Advantages: Circuit Sense 4 [20]; Gizmos 1 [5]; Luck [15]; and
  Quick Gadgeteer (Solder and Duct Tape, -50%) [25]. • A fur-
  ther 30 points chosen from among lens advantages (pp. 4-
  5), ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to
  +3 [10/level], Acute Hearing [2/level], Artificer 1-3 [10/level],
  Daredevil [15], Gizmos 2+ [5/gizmo], High Manual Dexter-
  ity 1-4 [5/level], Mathematical Ability 1-3 [10/level], Serend-
  ipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1
  [20], or replace Luck [15] with Extraordinary Luck [30] for
  15 points.
  Disadvantages: -20 points chosen from among Duty (Agency,
  mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or
  -15], Greed† [-15*], Honesty† [-10*], Secret (Illegal wire-
  taps, etc.) [-5 or -10], Sense of Duty (Team) [-5], or Social
  Stigma (Criminal Record)† [-5]. • Another -10 points cho-
  sen from among those traits or Curious [-5*], Clueless
  [-10], Delusion (“They are listening!”) [-5], Odious Per-
  sonal Habit (Nosy) [-5], Oblivious [-5], Trademark (Device
  or wiring scheme) [-5 or -10], or Workaholic [-5]. • A fur-
  ther -20 points chosen from either of the previous lists or
  Bad Temper [-10*], Cowardice [-10*], Impulsiveness
  [-10*], Overconfidence [-5*], Paranoia [-10], Post-Combat
  Shakes [-5*], Shyness [-5 or -10], Skinny [-5], Stubborn-
  ness [-5], or Trickster [-15*].
  Primary Skills: Electrician, Electronics Operation (Communi-
  cations, Security, and Surveillance), and Electronics Repair
  (Communications, Security, and Surveillance), all (A) IQ+3
  [1]-18‡. • Four of Electronics Operation (Media or Sensors)
  or Electronics Repair (Computers, Media, or Sensors), both
  (A) IQ+3 [1]-18‡; or 1 point to raise any primary skill by a
  level.
  Secondary Skills: One of Boxing (A) DX [2]-12, Brawling (A)
  DX+1 [2]-13, or Karate (H) DX-1 [2]-11. • Either Judo (H)
  DX-1 [2]-11 or Wrestling (A) DX [2]-12. • Guns (Pistol) (E)
  DX [1]-12. • Computer Operation (E) IQ [1]-15. • Seven of
  Fast-Draw (Gizmo) or Forced Entry, both (E) DX [1]-12;
  Stealth (A) DX-1 [1]-11; Camouflage (E) IQ [1]-15; Holdout,
  Photography, Smuggling, or Traps all (A) IQ-1 [1]-14;
  Scrounging (E) Per [1]-16; Body Language, Lip Reading,
  Observation, or Search, all (A) Per-1 [1]-15; or 1 point to
  raise one of those skills by a level or buy a remaining pri-
  mary skill.
  Background Skills: Choose a 20-point lens (pp. 4-5). • Driving
  (Automobile or Heavy Wheeled) (A) DX-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Honesty is for lawmen, and normally precludes Greed or
  Social Stigma (but not the Secret!).
  ‡ Includes +4 for Circuit Sense.
  Customization Notes
  Customizing a wire rat means choosing primary specialties
  and secondary skills that complement some forte. For instance,
  a surveillance man boosts Surveillance specialties, learns Media
  specialties for tweaking recordings, and supplements this with
  Camouflage and Smuggling for concealing bugs, Photography
  for cameras, and Body Language, Lip Reading, and Observa-
  tion to understand what he’s seeing. The cinematic geek, how-
  ever, adds Media and Sensors specialties to primary skills, and
  learns Fast-Draw and Holdout for gizmos, Scrounging for find-
  ing parts, and Traps for digital surprises.
  Likely background options:
  Criminal: An expert at cutting power and defeating alarms
  requires Electrician skill and Security specialties at high levels
  to work quickly, plus physical lens skills: Filch, Forced Entry,
  Stealth, etc.
  Intelligence: Spies are frequently surveillance experts. Com-
  bining secondary and background points allows high levels of
  Holdout (for “wiring” people) and Smuggling (for concealing
  vehicular tracking beacons). Shadowing – for prowling around
  in the surveillance van – is common.
  Law Enforcement: Wiretap experts resemble spies, but
  SWAT teams also deploy wire rats in the field to scout criminal
  hideouts before raids. This activity calls for Stealth, and for
  background skills like Guns and Tactics.
  Military: The squad “comms” expert has Communications
  specialties for radios, plus Sensors specialties for thermograph
  and radar. Background points go into effective Guns skills –
  and Forward Observer turns a radio into a deadly weapon.
  Security: The intelligence and law enforcement notes apply,
  but security agents often specialize in countersurveillance, and
  train Search to high levels for finding bugs.
  ACTION TEMPLATES
  16
  The closer you get to being a pro, the closer you can get
  to the client. 
  – Léon, Léon
  
  The GM is always free to dispense with templates and
  lenses completely, and let the players create whatever crazy
  heroes they like. Such PCs should still be useful and suitable
  for action gaming. The next few sections boil down the big lists
  of advantages, disadvantages, and skills from the Basic Set to
  assist with this goal – and suggest some new, appropriate
  options.
  ACTION HEROES’ CHEAT SHEET
  17
  CHAPTER TWO
  ACTION HEROES’
  CHEAT SHEET
  SUITABLE ADVANTAGES
  The Basic Set offers a bewildering variety of advantages,
  many of them inappropriate for action campaigns. Below is a
  list of those best-suited to the genre. It excludes exotic and
  supernatural traits, and abilities intended primarily for low-
  tech and fantasy gaming. The GM is free to permit any advan-
  tage, of course!
  Advantage
  Cost
  Page
  3D Spatial Sense
  10
  B34
  Absolute Direction
  5
  B34
  Absolute Timing
  2
  B35
  Acute Senses
  2/level
  B35
  Alcohol Tolerance
  1
  B100
  Allies
  Variable
  B36
  Ambidexterity
  5
  B39
  Appearance
  Variable
  B21
  Artificer
  10/level
  B90
  Breath-Holding
  2/level
  B41
  Business Acumen
  10/level
  B90
  Catfall
  10
  B41
  Charisma
  5/level
  B41
  Combat Reflexes
  15
  B43
  Contact Group
  Variable
  B44
  Contacts
  Variable
  B44
  Cultural Adaptability
  10
  B46
  Cultural Familiarity
  1
  B23
  Danger Sense
  15
  B47
  Daredevil
  15
  B47
  Double-Jointed
  15
  B56
  Eidetic Memory
  5
  B51
  Empathy
  15
  B51
  Enhanced Defenses
  Variable
  B51
  Fashion Sense
  5
  B21
  Favor
  Variable
  B55
  Fearlessness
  2/level
  B55
  Fit
  5
  B55
  Flexibility
  5
  B56
  Advantage
  Cost
  Page
  Gizmos
  5/gizmo
  B57
  Gunslinger
  25
  B58
  Hard to Kill
  2/level
  B58
  Hard to Subdue
  2/level
  B59
  Healer
  10/level
  B90
  High Manual Dexterity
  5/level
  B59
  High Pain Threshold
  10
  B59
  Higher Purpose
  5
  B59
  Honest Face
  1
  B101
  Intuition
  15
  B63
  Language Talent
  10
  B65
  Languages
  Variable
  B23
  Legal Enforcement Powers
  5 to 15
  B65
  Legal Immunity
  5 to 20
  B65
  Luck
  Variable
  B66
  Mathematical Ability
  10/level
  B90
  Night Vision
  1/level
  B71
  No Hangover
  1
  B101
  Outdoorsman
  10/level
  B91
  Patrons
  Variable
  B72
  Penetrating Voice
  1
  B101
  Perfect Balance
  15
  B74
  Peripheral Vision
  15
  B74
  Photographic Memory
  10
  B51
  Pitiable
  5
  B22
  Quick Gadgeteer
  50
  B57
  Rank (any)
  5/level
  B29
  Rapid Healing
  5
  B79
  Rapier Wit
  5
  B79
  Reputation
  Variable
  B26
  Resistant
  Variable
  B80
  Security Clearance
  Variable
  B82
  Sensitive
  5
  B51
  Serendipity
  15/level
  B83
  Shtick
  1
  B101
  
  Advantage
  Cost
  Page
  Signature Gear
  Variable
  B85
  Smooth Operator
  15/level
  B91
  Social Regard
  5/level
  B86
  Trained by a Master
  30
  B93
  Unfazeable
  15
  B95
  Very Fit
  15
  B55
  Very Rapid Healing
  15
  B79
  Voice
  10
  B97
  Wealth
  10, 20, or 30
  B25
  Wild Talent
  20/level
  B99
  Zeroed
  10
  B100
  ACTION-MOVIE ADVANTAGES
  Some advantages work differently or come in new varieties
  in action campaigns.
  Enhanced Dodge
  see p. B51
  Enhanced Dodge costs 15 points/level because you can
  dodge any number of times and require no equipment to do so.
  Versions that work only once per turn, or that require expen-
  sive gear (like a BMW 750i E38), are cheaper:
  Enhanced Dodge (Dive for Cover): You get an extra +1 to
  Dodge when you dive for cover (p. B377) to escape an explo-
  sion. 5 points/level.
  Enhanced Dodge (Vehicular): You have +1 to vehicular
  Dodge (p. B375). You may take this for a particular vehicle-
  operation skill (5 points/level) or for all vehicles (10
  points/level).
  Gunslinger
  see p. B58
  In action games, the Gunslinger advantage gives these extra
  benefits:
  • While you can’t add your gun’s Acc bonus when you Move
  and Attack, you can ignore its Bulk penalty and any extra
  penalties the GM assesses for jumping or acrobatics on foot.
  You ignore Bulk even while leaping between rooftops and div-
  ing through windows!
  • Also ignore the rules for Bulk in close combat (p. B391).
  You don’t get your Acc bonus in close, but never suffer a Bulk
  penalty there.
  • When firing a gun with RoF 2-4, you can spread your
  shots between targets without using Spraying Fire (p. B409).
  Each attack is at -3 against two targets, -6 against three, or -9
  against four.
  • Halve all Fast-Draw (Ammo) penalties. You can easily
  reload while moving, crouching behind cover, etc.
  Higher Purpose
  see p. B59
  The medic and wheel man templates offer Higher Purpose
  advantages:
  Higher Purpose (Deliver the package): In an action scene,
  you get +1 to all success rolls made to ferry an important
  cargo or passenger: vehicular skill and Dodge rolls, Mechanic
  rolls to repair breakdowns, HT rolls to remain conscious at
  the wheel, etc.
  Higher Purpose (“Medic!”): In an action scene, you get +1
  to all success rolls made to aid injured allies: Dodge and
  movement skill rolls to reach them under fire, HT rolls to stay
  conscious on your way there, medical skill rolls to patch
  them up, etc.
  Quick Gadgeteer
  see p. B57
  Cinematic hackers and wire rats buy this advantage with
  Accessibility limitations. In all cases, the hero can use Time
  Spent (p. B346) to further reduce the listed times. He can try a
  roll at -10 to perform a task instantly – often with a swift kick!
  H4xx0r: You don’t truly invent, but you can improvise
  solutions to computer-related problems. Minor tasks take 10
  minutes and a skill roll: Computer Operation to link any two
  computers, however dated or incompatible; Computer Pro-
  gramming to reprogram any robot, missile, or similar
  machine using its built-in keypad; Cryptography to design a
  ACTION HEROES’ CHEAT SHEET
  18
  Gun Perks
  Gun-toting heroes often have a number of flashy
  perks. Below, an asterisk (*) indicates a cinematic perk
  for which Gunslinger is a prerequisite. Perks with a †
  require specialization by skill (usually a Guns spe-
  cialty) or by weapon, as noted.
  Akimbo*†: You’re not restricted by having two
  hands full of weapons. You can open doors, reload,
  and so forth without putting anything down. This
  doesn’t help you fight using a weapon in either hand.
  You must specialize by skill, most often Guns (Pistol).
  1 point.
  Off-Hand Weapon Training†: You’ve practiced
  enough that you can ignore the -4 for using the “off”
  hand (see p. B14) with a particular one-handed skill.
  The -4 for a Dual-Weapon Attack (p. B417) still applies.
  This perk completely replaces the Off-Hand Weapon
  Training technique (p. B232). 1 point.
  One-Armed Bandit*†: You can operate a lever- or
  pump-action long arm one-handed and without chang-
  ing your grip. The gun’s RoF becomes 1. Roll against
  the appropriate Guns specialty before each shot. Fail-
  ure wastes your turn; treat it as a Do Nothing maneu-
  ver. Critical failure means you drop your weapon! 
  1 point.
  Pistol-Fist*†: You can roll against Guns (Pistol) to
  pistol-whip people (treat as a punch with brass knuck-
  les) and Guns/2 + 3 to parry melee attacks. 1 point.
  Weapon Bond†: You own a weapon that’s uniquely
  suited to you, and get +1 to effective skill when using
  it. This has nothing to do with quality – you’re just used
  to your weapon. If you lose the weapon, you lose this
  perk! You may start play with a bond to any weapon
  you’ve bought with cash or as Signature Gear, most
  often a gun. 1 point.
  
  completely new cipher (normally takes a day); or Electronics
  Repair (Computers) to fix any computer that hasn’t been
  utterly destroyed. Creating something from parts takes an
  hour and a skill roll – use Computer Programming to adapt
  any program to do a similar task (e.g., transform Quake into
  targeting software), or Electronics Repair to assemble a com-
  puter good enough to avoid equipment penalties, provided you
  have electronics to cannibalize. Writing a program from noth-
  ing takes you a night (12 hours, for the literal-minded) and a
  Computer Programming roll, and yields software that does
  whatever the plot calls for (subject to GM permission). -50%.
  Solder and Duct Tape: You’re an ace with electrical and elec-
  tronic devices other than computers. Ordinary repairs (e.g., fix-
  ing a cell phone dropped in water) or improvising a device
  from appropriate parts (e.g., a bug from a cell phone – or
  almost anything, if you have access to a fully stocked shop)
  takes 10 minutes and a roll against the most relevant Electron-
  ics Repair specialty. Extraordinary repairs (e.g., fixing a phone
  crushed by a car) and improvising from inappropriate parts
  (e.g., a bug from a calculator) work identically, but take an
  hour. -50%.
  Talent
  see p. B89
  A few new Talents suit action heroes. These are shamelessly
  contrived to fit action roles and thus unlikely to be balanced in
  realistic campaigns!
  Born to Be Wired: Computer Hacking, Computer Operation,
  Computer Programming, Cryptography, Electronics Repair
  (Computers), and Expert Skill (Computer Security). Reaction
  bonus: hackers; people buying stock in your dot-com. 5
  points/level.
  Circuit Sense: Electrician, Electronics Operation, Electron-
  ics Repair, and – in games that use them – Engineer (Electrical
  and Electronics). Reaction bonus: anyone you use your skills
  for. 5 points/level.
  Craftiness: Acting, Camouflage, Disguise, Holdout, Shadow-
  ing, and Stealth. Reaction bonus: none! 5 points/level.
  Driver’s Reflexes: Boating, Driving, Piloting, and Submarine.
  Reaction bonus: passengers; gamblers betting on you at the
  Grand Prix. 5 points/level.
  ACTION HEROES’ CHEAT SHEET
  19
  SUITABLE DISADVANTAGES
  Not every disadvantage in the Basic Set suits action gam-
  ing. Low-tech, exotic, and supernatural problems rarely belong
  in the modern world, however cinematic the GM makes it. And
  crippling physical problems (e.g., Blindness and Quadriplegic)
  don’t fit the genre – they aren’t fun in adventures involving
  chases, gunfights, and outrunning explosions.
  Below are the disadvantages most appropriate for action
  heroes. The GM is welcome to allow others. An asterisk (*) next
  to cost means that a self-control number is required; see pp.
  B120-121. The listed cost is for a self-control number of 12.
  Disadvantage
  Cost
  Page
  Absent-Mindedness
  -15
  B122
  Alcoholism
  -15
  B122
  Appearance
  Variable
  B21
  Bad Sight†
  -10
  B123
  Bad Temper
  -10*
  B124
  Berserk
  -10*
  B124
  Bloodlust
  -10*
  B125
  Bully
  -10*
  B125
  Callous
  -5
  B125
  Charitable
  -15*
  B125
  Chronic Depression
  -15*
  B126
  Chummy
  -5
  B126
  Clueless
  -10
  B126
  Code of Honor
  -5 to -15
  B127
  Colorblindness
  -10
  B127
  Compulsive Behavior
  -5 to -15*
  B128
  Cowardice
  -10*
  B129
  Curious
  -5*
  B129
  Delusions
  -5 to -15
  B130
  Disturbing Voice
  -10
  B132
  Duty
  Variable
  B133
  Dyslexia
  -10
  B134
  Easy to Read
  -10
  B134
  Disadvantage
  Cost
  Page
  Enemies
  Variable
  B135
  Fanaticism
  -15
  B136
  Fat
  -3
  B19
  Fearfulness
  -2/level
  B136
  Flashbacks
  -5, -10, or -20
  B136
  Gigantism
  0
  B20
  Gluttony
  -5*
  B137
  Greed
  -15*
  B137
  Gregarious
  -10
  B126
  Guilt Complex
  -5
  B137
  Gullibility
  -10*
  B137
  Ham-Fisted
  -5 or -10
  B138
  Hard of Hearing
  -10
  B138
  Honesty
  -10*
  B138
  Horrible Hangovers
  -1
  B165
  Impulsiveness
  -10*
  B139
  Incompetence
  -1
  B164
  Insomniac
  -10 or -15
  B140
  Intolerance
  Variable
  B140
  Jealousy
  -10
  B140
  Kleptomania
  -15*
  B141
  Klutz
  -5
  B141
  Laziness
  -10
  B142
  Lecherousness
  -15*
  B142
  Loner
  -5*
  B142
  Low Pain Threshold
  -10
  B142
  Minor Handicaps
  -1
  B165
  Miserliness
  -10*
  B144
  Missing Digit
  -2 or -5
  B144
  Mistaken Identity
  -5
  B21
  Motion Sickness
  -10
  B144
  Nervous Stomach
  -1
  B165
  Night Blindness
  -10
  B144
  Nightmares
  -5*
  B144
  
  Disadvantage
  Cost
  Page
  No Depth Perception
  -15
  B145
  No Sense of Humor
  -10
  B146
  No Sense of Smell/Taste
  -5
  B146
  Oblivious
  -5
  B146
  Obsession
  -5 or -10*
  B146
  Odious Personal Habits
  -5 to -15
  B22
  On the Edge
  -15*
  B146
  Overconfidence
  -5*
  B148
  Overweight
  -1
  B19
  Paranoia
  -10
  B148
  Phobias
  Variable*
  B148
  Post-Combat Shakes
  -5*
  B150
  Pyromania
  -5*
  B150
  Reputation
  Variable
  B26
  Secret
  -5 to -30
  B152
  Selfish
  -5*
  B153
  Selfless
  -5*
  B153
  Sense of Duty
  -2 to -20
  B153
  Short Attention Span
  -10*
  B153
  Disadvantage
  Cost
  Page
  Shyness
  -5, -10, or -20
  B154
  Skinny
  -5
  B18
  Slow Riser
  -5
  B155
  Social Stigma
  -5 to -20
  B155
  Squeamish
  -10*
  B156
  Stubbornness
  -5
  B157
  Stuttering
  -10
  B157
  Total Klutz
  -15
  B141
  Trademark
  -5 to -15
  B159
  Trickster
  -15*
  B159
  Truthfulness
  -5*
  B159
  Unfit
  -5
  B160
  Unluckiness
  -10
  B160
  Very Fat
  -5
  B19
  Very Unfit
  -15
  B160
  Vow
  -5 to -15
  B160
  Workaholic
  -5
  B162
  Wounded
  -5
  B162
  † Assumes access to glasses or contact lenses.
  ACTION HEROES’ CHEAT SHEET
  20
  It isn’t fun to saddle heroes with endless problems in
  over-the-top action games. Disadvantages serve mostly to
  give the PCs obstacles that they can overcome in order to
  look good. For instance, most real-life people find Lecher-
  ousness offensive, but in action movies, it’s almost endear-
  ing – and when the hero overcomes his problem, the action
  is that much more dramatic.
  The GM should consider using the following optional
  rule:
  Ham Clause: The player can voluntarily inflict one of
  his PC’s disadvantages on him during a pivotal action
  scene (chase, gunfight, etc.), where this would make
  sense. In the absence of specific effects, all success rolls
  during that scene are at -1 per -5 points (or fraction
  thereof) of disadvantages. The GM should then consider
  the problem roleplayed for the session, ignoring its usual
  game mechanics. For instance, in a gunfight at the mall,
  the player of a hero with Lecherousness (12) [-15] could
  declare, “I’ll bet there’s a hottie in the crowd. I’m going to
  show off!” and fight the battle at -3. After that, the GM
  should give him the benefit of the doubt when the attrac-
  tive police sergeant shows up . . .
  Since disadvantages can be controlled like this – and
  shouldn’t burden true action heroes much in any event –
  they effectively increase campaign power level. As such, the
  GM should impose a limit. A suggestion is -50 points of dis-
  advantages and reduced attributes or secondary character-
  istics, regardless of power level, plus -5 points in quirks.
  Disadvantage Limit
  SUITABLE SKILLS
  In some movie somewhere, you’ll find an action hero who’s
  trained at just about any skill in the game; e.g., Ryback in
  Under Siege was a chef as well as a Navy SEAL. In practice,
  many skills – especially low-tech ones – are unlikely to see use.
  However, not every “useful” skill involves driving, fighting, or
  sneaking. Face men need social skills; investigators require
  cerebral skills (even Accounting!); and demolition men, hack-
  ers, medics, and wire rats live for technical skills.
  Listed below are skills with adventuring applications of
  some kind. An asterisk (*) next to the skill name means the skill
  requires specialization (but see Specialties, p. 22). While this
  list deliberately excludes most Melee Weapon skills (pp. B208-
  209) as “low-tech,” kung fu masters are certainly welcome to
  learn them!
  Skill
  Type
  Page
  Accounting
  IQ/H
  B174
  Acrobatics
  DX/H
  B174
  Acting
  IQ/A
  B174
  Administration
  IQ/A
  B174
  Animal Handling*
  IQ/A
  B175
  Architecture/TL
  IQ/A
  B176
  Area Knowledge*
  IQ/E
  B176
  Armoury/TL*
  IQ/A
  B178
  Artillery/TL*
  IQ/A
  B178
  Axe/Mace
  DX/A
  B208
  Bicycling
  DX/E
  B180
  Boating/TL*
  DX/A
  B180
  Body Language
  Per/A
  B181
  
  Skill
  Type
  Page
  Boxing
  DX/A
  B182
  Brainwashing/TL
  IQ/H
  B182
  Brawling
  DX/E
  B182
  Broadsword
  DX/A
  B208
  Camouflage
  IQ/E
  B183
  Carousing
  HT/E
  B183
  Cartography/TL
  IQ/A
  B183
  Chemistry/TL
  IQ/H
  B183
  Climbing
  DX/A
  B183
  Computer Hacking/TL
  IQ/VH
  B184
  Computer Operation/TL
  IQ/E
  B184
  Computer Programming/TL
  IQ/H
  B184
  Connoisseur*
  IQ/A
  B185
  Counterfeiting/TL
  IQ/H
  B185
  Criminology/TL
  IQ/A
  B186
  Crossbow
  DX/E
  B186
  Cryptography/TL
  IQ/H
  B186
  Current Affairs/TL*
  IQ/E
  B186
  Dancing
  DX/A
  B187
  Detect Lies
  Per/H
  B187
  Diagnosis/TL
  IQ/H
  B187
  Diplomacy
  IQ/H
  B187
  Disguise/TL
  IQ/A
  B187
  Diving Suit/TL
  DX/A
  B192
  Driving/TL*
  DX/A
  B188
  Electrician/TL
  IQ/A
  B189
  Electronics Operation/TL*
  IQ/A
  B189
  Electronics Repair/TL*
  IQ/A
  B190
  Engineer/TL*
  IQ/H
  B190
  Escape
  DX/H
  B192
  Expert Skill/TL*
  IQ/H
  B193
  Explosives/TL*
  IQ/A
  B194
  Fast-Draw*
  DX/E
  B194
  Fast-Talk
  IQ/A
  B195
  Filch
  DX/A
  B195
  First Aid/TL
  IQ/E
  B195
  Forced Entry
  DX/E
  B196
  Forensics/TL
  IQ/H
  B196
  Forgery/TL
  IQ/H
  B196
  Forward Observer/TL
  IQ/A
  B196
  Freight Handling/TL
  IQ/A
  B197
  Gambling
  IQ/A
  B197
  Garrote
  DX/E
  B197
  Gesture
  IQ/E
  B198
  Gunner/TL*
  DX/E
  B198
  Guns/TL*
  DX/E
  B198
  Hazardous Materials/TL*
  IQ/A
  B199
  Hiking
  HT/A
  B200
  Holdout
  IQ/A
  B200
  Housekeeping
  IQ/E
  B200
  Intelligence Analysis/TL
  IQ/H
  B201
  Interrogation
  IQ/A
  B202
  Intimidation
  Will/A
  B202
  Judo
  DX/H
  B203
  Jumping
  DX/E
  B203
  Karate
  DX/H
  B203
  Knife
  DX/E
  B208
  Knot-Tying
  DX/E
  B203
  Law*
  IQ/H
  B204
  Leadership
  IQ/A
  B204
  Lifting
  HT/A
  B205
  Skill
  Type
  Page
  Lip Reading
  Per/A
  B205
  Liquid Projector/TL*
  DX/E
  B205
  Lockpicking/TL
  IQ/A
  B206
  Machinist/TL
  IQ/A
  B206
  Mechanic/TL*
  IQ/A
  B207
  Merchant
  IQ/A
  B209
  Naturalist*
  IQ/H
  B211
  Navigation/TL*
  IQ/A
  B211
  NBC Suit/TL
  DX/A
  B192
  Observation
  Per/A
  B211
  Parachuting/TL
  DX/E
  B212
  Pharmacy/TL (Synthetic)
  IQ/H
  B213
  Photography/TL
  IQ/A
  B213
  Physician/TL
  IQ/H
  B213
  Pickpocket
  DX/H
  B213
  Piloting/TL*
  DX/A
  B214
  Poisons/TL
  IQ/H
  B214
  Professional Skill
  DX/A or IQ/A
  B215
  Propaganda/TL
  IQ/A
  B216
  Psychology
  IQ/H
  B216
  Public Speaking
  IQ/A
  B216
  Research/TL
  IQ/A
  B217
  Riding*
  DX/A
  B217
  Running
  HT/A
  B218
  Savoir-Faire*
  IQ/E
  B218
  Scrounging
  Per/E
  B218
  Scuba/TL
  IQ/A
  B219
  Seamanship/TL
  IQ/E
  B185
  Search
  Per/A
  B219
  Sex Appeal
  HT/A
  B219
  Shadowing
  IQ/A
  B219
  Shiphandling/TL*
  IQ/H
  B220
  Shortsword
  DX/A
  B209
  Skiing
  HT/H
  B221
  Sleight of Hand
  DX/H
  B221
  Smuggling
  IQ/A
  B221
  Soldier/TL
  IQ/A
  B221
  Spear
  DX/A
  B208
  Speed-Reading
  IQ/A
  B222
  Staff
  DX/A
  B208
  Stealth
  DX/A
  B222
  Strategy*
  IQ/H
  B222
  Streetwise
  IQ/A
  B223
  Submarine/TL*
  DX/A
  B223
  Submariner/TL
  IQ/E
  B185
  Sumo Wrestling
  DX/A
  B223
  Surgery/TL
  IQ/VH
  B223
  Survival*
  Per/A
  B223
  Swimming
  HT/E
  B224
  Tactics
  IQ/H
  B224
  Teaching
  IQ/A
  B224
  Throwing
  DX/A
  B226
  Thrown Weapon*
  DX/E
  B226
  Tonfa
  DX/A
  B209
  Tracking
  Per/A
  B226
  Traps/TL
  IQ/A
  B226
  Two-Handed Axe/Mace
  DX/A
  B208
  Urban Survival
  Per/A
  B228
  Ventriloquism
  IQ/H
  B228
  Wrestling
  DX/A
  B228
  Writing
  IQ/A
  B228
  ACTION HEROES’ CHEAT SHEET
  21
  
  SPECIALTIES
  Many high-tech skills require specialization (p. B169). The
  GM is welcome to ignore specialties to simplify the game – but
  it’s generally wise to enforce them in order to give each team
  member his own niche. However, a few skills need only a small
  subset of their usual specialties in an action game:
  Animal Handling: The Dogs specialty is useful around
  guard, police, and sniffer dogs. Few other specialties matter
  (although Pigs is handy for disposing of corpses).
  Armoury: Typical action heroes mainly need the Heavy
  Weapons and Small Arms specialties.
  Boating: Zodiacs and other small landing craft often appear
  in action movies, and call for the Motorboat specialty. Other
  specialties are primarily hobby skills.
  Driving: Automobile (cars), Heavy Wheeled (trucks), and
  Motorcycle (bikes) are the specialties of major importance.
  Electronics Operation: Common action-movie specialties
  are Communications (for radios), Media (for manipulating
  photos and recordings), Security (for alarms), Sensors (for
  radars, thermographs, etc.), and Surveillance (for wiretaps,
  miniature cameras, etc.).
  Electronics Repair: As Electronics Operation, but add the
  Computers specialty.
  Engineer: Only the Combat specialty sees regular use in
  the field.
  Expert Skill: Hackers need Computer Security to defeat
  rivals. Medics likely to face terrorist bioweapons require
  Epidemiology. Nonmilitary heroes who want to recognize
  military weapons and vehicles should learn Military Science.
  Law: The Police specialty – to avoid procedural errors
  during arrests and searches – is the sole area of importance
  to PCs (as opposed to NPC lawyers).
  Mechanic: The specialties corresponding to the Boating,
  Driving, Piloting, and Submarine skills named here are most
  relevant.
  Piloting: Glider, Helicopter, Light Airplane, and Ultralight
  are the usual specialties for small aircraft. A pilot might want
  High-Performance Airplane on the off chance that someone
  leaves a jet fighter sitting around, Tomorrow Never Dies-style.
  Riding: Only the Horse and Camel specialties are com-
  monly available in modern settings.
  Submarine: The Free-Flooding Sub specialty is needed to
  handle the large “swimmer delivery vehicles” used by naval
  commandos (small ones use Scuba).
  FAMILIARITY
  Simply ignore Familiarity (p. B169) in an action game. In
  the movies, every action hero knows how to shoot just about
  every gun within his specialties, drive any car he hops into,
  and so on.
  DEFAULTS
  Defaults between skills are a complication best ignored in
  an action game. However, since experts at Driving, Explosives,
  Gunner, Guns, and Piloting tend to know multiple specialties
  of those skills, defaults between those are worth using!
  For instance, the Light Machine Gun (LMG), Pistol, Rifle,
  Shotgun, and Submachine Gun (SMG) specialties of Guns all
  default to each other at -2. Action heroes generally improve
  one to a high level and raise the others from default (p. B173).
  Example: Victor has Guns (Pistol) at DX+3, for 8 points.
  This gives him all the other common Guns specialties at DX+1
  – the 2-point level – for “free.” If he decides to learn Guns
  (Rifle) and Guns (SMG) at DX+3, too, he can save 2 points on
  each and buy that level for 6 points per skill.
  The templates on pp. 7-16 already consider inter-specialty
  defaults, where applicable.
  ACTION HEROES’ CHEAT SHEET
  22
  Everyman Skills
  There are certain things that it’s hard to imagine an
  action hero being unable to do, but that require skills in
  GURPS. To avoid embarrassing situations where a slick
  operator is reduced to default rolls, be sure to put at least a
  point into each of the following:
  • Computer Operation: In movies made and set in the
  1990s and 2000s, only heroes whose shtick is “rabid techno-
  phobe” can’t use computers. In particular, this is the skill to
  use for a simple web search; save Research for serious
  cyber-stalking.
  • Driving: Many real-life urbanites do without wheels,
  but no action hero would be caught without the ability to
  drive. The typical specialty is one of Automobile, Heavy
  Wheeled, or Motorcycle.
  • Guns (Pistol): While not all action is fighting, even the
  mousiest hackers and wire rats can fire handguns well
  enough to justify a point in this skill.
  • Stealth: When the team sneaks around as a group, it
  can only do so as well as its least-stealthy member.
  The GM is advised to limit Incompetence (p. B164) to
  the above skills (for Driving and Guns, this punishes every
  specialty!) and the primary skills on a hero’s template.
  WILDCARD SKILLS
  The skill table (pp. 20-22) and templates (pp. 7-16) include
  only a subset of the skills in the Basic Set. That’s still lots of
  skills! The GM who’s just learning GURPS or running the game
  for new players, or who finds it tedious to match skills to tasks
  and doesn’t have Action 2: Exploits for advice, may want to
  simplify. One way to do this is with wildcard skills (p. B175).
  Below is a wildcard skill for each template. Find the wild-
  card skill that matches the template, remove the ordinary skills
  
  it covers and their supporting Talents (Born to Be Wired, Cir-
  cuit Sense, Craftiness, Driver’s Reflexes, Healer, and Smooth
  Operator) from the template, and spend the points originally
  assigned to those things on as much of the wildcard skill as
  they’ll buy. Use leftover points however you like!
  Assassin! (DX). Replaces Fast-Draw (Knife and Pistol),
  Garrote, Knife, and Stealth. Doesn’t stand in for ranged
  weapon skills in general, but for aimed or surprise shots out of
  combat, the assassin can roll against the higher of this skill or
  his combat skill with any ranged weapon. Make an IQ-based
  roll for Acting, Camouflage, Disguise, Holdout, Poisons, Shad-
  owing, or Smuggling, or a Per-based roll for Tracking.
  Cleaner! (IQ). Replaces Camouflage, Freight Handling,
  Holdout, Housekeeping, and Smuggling – and also Animal
  Handling, Chemistry, Electronics Operation, Explosives,
  Forgery, and Hazardous Materials whenever the objective is to
  doctor evidence, dispose of it, or create fake records legitimiz-
  ing it. Make a Per-based roll for Search or Tracking, or a DX-
  based roll for Stealth.
  Demolition Man! (IQ). Replaces Engineer (Combat),
  Explosives (any), and Traps; Architecture and Mechanic when
  planting bombs in buildings and vehicles, respectively;
  Armoury (any), Artillery (any), and Expert Skill (Military Sci-
  ence) when dealing with explosive weapons; Chemistry to man-
  ufacture explosives; and Smuggling to hide bombs. Make a
  Per-based roll for Search to find a hidden bomb. Make a DX-
  based roll to attack with Guns (Grenade Launcher and LAW),
  or to chuck hand grenades with Throwing.
  Face Man! (IQ). Replaces Acting, Diplomacy, Fast-Talk,
  Gambling, Leadership, Merchant, Propaganda, Public Speak-
  ing, and Savoir-Faire – and Administration and Psychology for
  the purpose of social manipulation. Make a DX-based roll for
  Dancing, a HT-based roll for Carousing or Sex Appeal, a Will-
  based roll for Intimidation, or a Per-based roll for Body Lan-
  guage or Detect Lies.
  Hacker! (IQ). Replaces Computer Hacking, Computer
  Operation, Computer Programming, Cryptography, Electron-
  ics Repair (Computers), and Expert Skill (Computer Security).
  Can also stand in for Accounting, Cartography, Forgery,
  Research, or Speed-Reading when creating, seeking, reading,
  or altering digital files via computer – but not when working
  with printed or written records!
  Infiltrator! (DX). Replaces Acrobatics, Climbing, Escape,
  Filch, Forced Entry, Jumping, and Stealth – and Knot-Tying
  and Throwing for climbing lines and grapnels. Make an IQ-
  based roll for Camouflage, Electronics Operation (Security), or
  Lockpicking, or to exploit Architecture or Cartography to plan
  a robbery. Make Per-based rolls to use Traps to detect security
  devices and IQ-based rolls to disarm them – but never to set
  traps.
  Investigator! (IQ). Replaces Criminology, Electronics
  Operation (Surveillance), Forensics, Intelligence Analysis,
  Interrogation, Photography, Research, and Shadowing;
  Accounting and Speed-Reading when the objective is to spot
  irregularities in records; and Computer Operation when
  accessing DMV records, fingerprint libraries, Interpol data-
  bases, etc. Make a Per-based roll for Body Language, Detect
  Lies, Lip Reading, Observation, Search, or Tracking.
  Medic! (IQ). Replaces Diagnosis, Expert Skill (Epidemiol-
  ogy), Hazardous Materials (Biological), Pharmacy, Physician,
  Poisons, Psychology, Surgery – and also Chemistry when
  dealing with drugs, Forensics when conducting an autopsy,
  and Naturalist to know what toxin or venom is afflicting
  someone.
  Shooter! (DX). Replaces all Crossbow, Gunner, Guns, and
  Liquid Projector skills, plus associated Fast-Draw specialties.
  Also covers any use of Acrobatics, Jumping, or Stealth to move
  around in a gunfight, counts as Brawling when slugging some-
  one with a pistol, works as Forced Entry when shooting locks
  and doors, and stands in for Throwing when hurling a hand
  grenade or an empty handgun at enemies (or a loaded weapon
  to an ally!). Make an IQ-based roll for Armoury to get a gun
  working again.
  Wheel Man! (DX). Replaces Boating, Driving, Piloting, and
  Submarine specialties for vehicles small enough for one per-
  son to operate; any Gunner skill needed to fire built-in
  weapons on such rides; and Parachuting to bail out. Make an
  IQ-based roll for Artillery (any) or Electronics Operation (any)
  for vehicular systems, Freight Handling to pack a vehicle,
  Mechanic to make repairs, Navigation to plot a course, or
  Shadowing to follow someone in a vehicle.
  Wire Rat! (IQ). Replaces Electrician and all Electronics
  Operation and Electronics Repair specialties, and any use of
  Camouflage, Holdout, Smuggling, or Traps to hide an elec-
  tronic device such as an alarm, beacon, or bug. Make a Per-
  based roll for Search or Traps when the objective is to find
  such a gizmo, and for any use of Scrounging to locate parts.
  WHEN NOT TO USE
  WILDCARD SKILLS
  While complex, skill diversity is often appropriate. Lone
  action heroes need to be broadly capable, but stories about
  teams stress the depth of individual expertise to justify the
  large crew. Plots turn on each colleague being trained at
  diverse technical tasks that the others can’t do.
  Moreover, skill distinctions are key characterization ele-
  ments in action stories where multiple heroes fill similar roles.
  Consider three detectives: a thinker who focuses on criminol-
  ogy and research, a techie who stalks suspects using micro-
  phones and cameras, and a spokeswoman who grills people
  and watches their reactions. If they’re all meant to be skilled
  investigators – not an investigator, a wire rat, and a face woman
  – then it’s vital not to gloss over their differences.
  Thus, the GM is advised not to use wildcard skills for crews
  of more than three PCs and/or teams where everyone has a
  similar role.
  ACTION HEROES’ CHEAT SHEET
  23
  I just don’t understand it.
  I lie, I cheat, I steal, and I
  just don’t get any respect!
  – Faceman,
  The A-Team
  (Episode 65)
  
  Action heroes frequently work for intelligence, law-enforce-
  ment, military, or security services. Normally, either all or none
  of them will be active operators, although they might not all
  serve the same master; details depend on the campaign.
  Employees of such organizations can buy social advantages
  (see Lenses, pp. 4-5) that entitle them to ask their employers for
  assistance.
  To get help, the person asking must be in good standing
  with his organization – that is, he has to have and honor a Duty
  to his employer at the “9 or less” level or above, and hold Rank.
  Rank 0 counts! It costs 0 points, but it isn’t the same as no
  Rank. Somebody with no Rank has no Duty . . . and no chance
  of receiving aid.
  The chance on 3d of getting assistance, the Assistance Roll
  (AR), depends on Rank; see the Assistance Table. If several PCs
  with the same boss need help, roll once for the person of high-
  est Rank, adding 1/5 of the total Rank of the others (rounded
  down) to his Rank. For instance, a Rank 3 spy, two Rank 2
  agents, and a Rank 1 operative would roll as if their Rank were
  3 + (2 + 2 + 1)/5 = 4.
  If an NPC preauthorized aid for the mission, use his Rank
  (usually 5+) instead. In this case, the GM may fake the roll. It
  might be crucial to the plot that help arrives – or that a double-
  crossing NPC hangs the heroes out to dry!
  MODIFIERS
  Odds of assistance are low for junior operators – even in a
  sizeable team – but an AR is a success roll, subject to Luck and
  Buying Success (p. B347). Several bonuses may apply, too. Of
  course, there may be penalties, and if modified AR falls below
  3, there’s no chance of success!
  • Person requesting aid has Smooth Operator: +Talent.*
  • Person requesting aid makes Administration skill roll: +2 for
  critical success, +1 for success, -1 for failure, or -2 for criti-
  cal failure.*
  • Previous requests by team this adventure: -1 per AR after first.
  • Request especially appropriate to situation: +1 to +5.†
  • Request especially inappropriate to situation: -1 to -10, and
  failure by 10+ or critical failure means disciplinary action.†
  •Specific modifiers: See Sample Assistance (below) for modifiers
  that apply instead of or as well as those for appropriateness.
  * Administration works only in situations with paperwork;
  Smooth Operator, only in person. Neither applies when
  requesting help over the phone or radio!
  † The GM judges what’s appropriate or inappropriate. A
  wounded Military Rank 0 soldier might get +5 when shouting
  for medevac, while even a Rank 8 general would have -10 to
  request a nuclear strike “just because.”
  SAMPLE ASSISTANCE
  The players should limit their requests to things that suit
  action-movie realism – and the GM should occasionally
  reward cooperation by awarding +1 to +5 to the AR, or by fudg-
  ing the roll and having help just show up, if that would be more
  fun. Beyond what’s reasonable, though, is what’s possible. This
  list isn’t exhaustive, but it’s a good start:
  Aerial Surveillance: Helicopter arrives in 1d+10 minutes, or
  1d hours outside city. Crew report what they see in real time
  over the radio.
  Backup: NPCs at most equal to the PCs in number arrive qui-
  etly in 1d+10 minutes, or in 1d hours outside the city. They
  have a few relevant skills – Driving, First Aid, Guns, etc. – at
  level 10-15 (1d+9), and carry handguns.
  Bailout: Heroes arrested by police while following orders or
  who have 15-point Legal Enforcement Powers can “get
  out of jail free” with a successful AR. Results take 10 min-
  utes in home jurisdiction but 3d hours in another
  (friendly) jurisdiction.
  Base Access: Permission to enter a military base other than
  the soldiers’ post. Roll at the gate, at +5 unless it’s a secret
  base or one for a service different from the heroes’.
  Cash: Collected in person or comes by courier in one day.
  Maximum $100 at Rank 0, $300 at Rank 1, $1,000 at
  Rank 2, $3,000 at Rank 3, $10,000 at Rank 4, $30,000 at
  Rank 5, $100,000 at Rank 6, $300,000 at Rank 7, or
  $1,000,000 at Rank 8. Multiply by 10 if it’s for show and
  will be returned.
  PULLING RANK
  24
  CHAPTER THREE
  PULLING RANK
  Assistance Table
  Rank
  0*
  1
  2
  3
  4
  5†
  6†
  7†
  8†
  Assistance Roll
  3
  5
  7
  9
  10
  11
  12
  13
  14
  * Heroes with Intelligence or Military Rank must have a Duty to claim Rank 0+; those with Police or Security Rank require
  Duty and Legal Enforcement Powers.
  † Starting PCs can’t buy Rank 5+ but can be promoted there in play (GM’s option).
  
  Disappearance: “Authorization” to make an illegal arrest. The
  PCs must do the dirty work – this just guarantees that they’ll
  get a holding cell and no legal trouble. AR is at -5 if target
  isn’t a known terrorist. Takes at least 1d hours to set up.
  Facilities: Access to the best-quality computer, lab, machine
  shop, etc., where the heroes can use appropriate skills at +4.
  This is only possible in person, in home territory, for facili-
  ties that make sense (e.g., cops can access an auto garage
  but not code-breaking supercomputers).
  False ID: A temporary identity (p. B31), ready in one day.
  Files: Dossiers, manuals, maps, etc. Collect in person, take
  electronic delivery in 1d minutes, or wait a day for a courier.
  Fire Support: Air or artillery strike, starting 1d minutes after
  the call unless preplanned. AR is at -5 outside a combat
  zone or -10 in friendly territory!
  Forensics: Autopsy, crime-scene analysis, DNA test, etc., con-
  ducted on request. Report comes in a day, electronically or
  by courier.
  Insertion/Extraction: Clandestine drop or pickup via helicop-
  ter, sub, etc. Time varies from 1d+10 minutes for loitering
  support to a day or more if called in cold.
  Medevac: Ambulance for urban operators or chopper for sol-
  diers. Typically arrives in 1d+10 minutes, but may take 1d
  hours or worse in remote areas. AR is at +5 to +10 under
  legitimate circumstances.
  Records Search: An appropriate database search – DMV for a
  city cop, Interpol for a federal agent, etc. Collect it in per-
  son, take electronic delivery in 1d minutes, or wait a day for
  a courier.
  Replacement Gear: Anything standard-issue for organization
  and mission. Collect it in person or wait a day for a courier
  (or 1d days for a big item like a vehicle). Military personnel
  (only) can get an airdrop in the field in just 1d hours.
  Safe House: A structure outside friendly territory, unknown to
  the opposition, checked for bugs, and stocked with food
  and medical supplies. It takes a phone call to get the
  address. The building might be 3d miles away in town, or
  in the nearest big city if the heroes are in the countryside.
  SWAT: As backup (above), but with body armor and rifles, and
  not quiet. AR is at -5 if made “just because,” +5 if the brass
  sent the heroes into a dangerous situation.
  Technical Means: Communications intercepts for a specific
  target, plaintext of a code broken on a supercomputer, satel-
  lite recon of a specific locale, etc. AR is often at -1 to -5. 
  Success means the data arrive electronically or by courier
  in a day. Real-time drone surveillance takes only 1d hours
  to set up if available.
  Transportation: Ordinary commercial transportation relevant
  to mission. Can usually be arranged almost in real time
  over the phone!
  Warrant: A legal warrant to search premises, plant wiretaps (-5
  to AR if the target isn’t a known criminal or terrorist), etc.
  Arrangements take 1d hours at day but 1d+8 hours at night
  (fewer judges!).
  Availability by Service
  Intelligence: Cash (to buy information); facilities; false ID;
  files (dossiers on enemy spies, maps, etc.); insertion/extraction;
  replacement gear; safe house; technical means; transportation.
  Law Enforcement: Aerial surveillance; backup; bailout; cash
  (for bribes); facilities; files (case report, criminal jacket, etc.);
  forensics; medevac; records search; replacement gear; SWAT;
  transportation; warrant.
  Military: Base access; files (maps, technical manuals, etc.);
  facilities; fire support; insertion/extraction; medevac; replace-
  ment gear; technical means; transportation.
  Security: Aerial surveillance; backup; bailout; disappear-
  ance (requires 15-point Legal Enforcement Powers); facilities;
  files (dossiers on terrorists); forensics; medevac; records
  search; replacement gear; SWAT; transportation; warrant.
  RESULTS OF SUCCESS
  If the heroes requested information (files, forensics, records
  search, etc.), treat their organization as though it were a Con-
  tact Group (p. B44) with effective skill 18, and make a skill roll.
  Success means the PCs get what they need. Reliability is
  “Somewhat Reliable” – if the skill roll fails, those at home base
  draw a blank. On a skill roll of 18, someone decides that the
  request was above the PCs’ clearance or pay grade! Instead of
  aid, their service’s equivalent of Internal Affairs or CID shows
  up to complicate the adventure.
  If the heroes asked for anything more substantial (backup,
  cash, transportation, etc.), their employer serves as a Patron
  (p. B72). Treat it as a “powerful organization” in all cases – the
  CIA or USMC might outclass the LAPD, but individuals and
  squads can at most reach one or two steps up the chain of
  command.
  PULLING RANK
  25
  This advantage’s benefits apply when the user is in his
  jurisdiction (one city or county for 5 points, a nation for 10
  or 15 points) and conducting himself properly (showing his
  badge, demanding surrender before shooting, etc.). In the
  movies, this lets heroes get away with many things that
  would land most people – even card-carrying spies and sol-
  diers – in hot water. Simply flashing his badge and deliver-
  ing a canned speech gives him +3 to all reaction or Influence
  rolls made to order ordinary citizens to step aside, hand over
  a vehicle, tell him which way the bad guy went, etc. Other
  authorities won’t hassle him when he pulls a concealed
  weapon or when the bad guy he’s fighting falls three stories
  onto a noodle cart; in fact, he gets the same +3 to convince
  them to help! None of this requires an Assistance Roll.
  Benefits of the 15-point version over the 10-point one
  are that it lets the agent engineer a bailout regardless of
  what he was arrested for, arrange for people to disappear,
  and request access to sinister facilities like brainwashing
  chambers. These things do require an AR. He can conduct
  searches and plant bugs without making an AR for a war-
  rant, however.
  Again, none of this has much to do with real life. It’s just
  how things work in the movies!
  Legal Enforcement Powers
  
  Action heroes love their stuff. GURPS High-Tech is the cat-
  alog of modern-day kit (including lots of guns) – serious
  action fans will want that book. Below is a summary of key
  items. It’s useful even to gamers who own the Basic Set and
  High-Tech, because it pre-calculates, simplifies, and/or
  updates numerous stats.
  Tech Level: GURPS Action apes movies set in the 1990s and
  2000s, so it assumes TL8 gear and skills. While TL8 starts in
  1980, many of its iconic gadgets weren’t available in the 80s.
  Still, the equipment list is probably suitable for technothriller
  games set in the 80s, since such stories feature cutting-edge
  gadgetry. The GM may make electronics like cell phones and
  targeting lasers 50% to 100% heavier in early TL8 campaigns.
  Batteries: Tracking detailed power usage isn’t much fun in
  an action game. Assume that the heroes start each excursion
  from HQ with fresh batteries – and that most noncombat gadg-
  ets have adapters for mains current. Battery failure is a com-
  mon plot device, though, so durations appear for hardware
  that runs down batteries quickly. A team willing to buy and
  carry $3 and 1 lb. of spare cells per team member per day away
  from base can avoid this fate.
  GEAR
  26
  CHAPTER FOUR
  GEAR
  TOOLS AND GADGETS
  Heroes can obtain most reusable equipment (not single-use
  items like explosives!) with several modifiers – all “stackable”
  except as noted, but not all available for every gadget. Each
  modifier notes a “cost factor” (CF). To find final cost, multiply
  list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged
  (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects mul-
  tiply together; e.g., that camera has 0.8 times weight.
  Cutting-Edge: Made of the latest materials. Multiply weight
  by 2/3. Any item: +1 CF.
  Disguised: The item resembles something else of similar
  shape; e.g., handcuffs that look like a chunky bracelet. Discov-
  ering the hidden function requires a Search roll. Any item: 
  +4 CF.
  Fine-Quality*: Gives +2 to operation skill, or adds +2 to
  existing modifier. If quality affects weight, ¥20 weight. Any
  item but labs or tool kits (their bonus depends on size): +19 CF.
  Good-Quality*: Gives +1 to operation skill, or adds +1 to
  existing modifier. If quality affects weight, ¥5 weight. Any item
  but labs or tool kits: +4 CF.
  Rugged: Shockproof and waterproof, giving +2 to rolls to
  avoid breakage, water damage, etc. Multiply weight by 1.2. Any
  item: +1 CF.
  Styled: Hand-tooled, gold-plated, etc. Gives a reaction or
  Influence roll bonus if the item is the focus of the action. Any
  item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.
  * Good- and fine-quality are mutually exclusive.
  ARSON AND DEMOLITION
  Explosives gear requires Explosives (Demolition). To multi-
  ply explosives damage by N, use (N ¥ N) times as much; e.g., to
  quadruple the damage for dynamite, use 16 sticks.
  Anybody can commit arson, but roll vs. Explosives to avoid
  unintended disasters.
  Blasting Caps. Needed to trigger explosives! Choose fuse
  (requires fire) or electrical wire (requires exploder, remote, or
  timer). Each does 1d-2 cr ex by itself. Six: $10, 0.25 lb.
  Cigarette Lighter. $10, neg.
  Dynamite. 80% nitro. Does 9d+1 cr ex damage. Stick: $5, 
  0.5 lb.
  Exploder. Can detonate up to 50 blasting caps wired to it.
  $50, 0.75 lb.
  Extrudable Explosive. For squeezing into a door’s seams and
  locks. Detonation does 7d cr ex, and inflicts the maximum 42
  points on the door! Tube: $10, 0.3 lb.
  Gasoline. Gallon: $3, 6 lbs.
  Plastique. Detected at -8 by dogs, chemical sensors, etc.
  Does 5d¥3 cr ex damage. Self-adhesive block: $40, 1.25 lb.
  Remote. Matched transmitter-receiver pair can detonate
  blasting cap at 5 miles. $50, 1 lb.
  Thermite. Burns hot enough to cut steel. Does 3d burn/sec-
  ond to anything touching it, treating all DR as semi-ablative!
  Burns for 25 seconds. Application: $40, 1 lb.
  Timer. Electronic clock can detonate blasting cap at speci-
  fied time. $25, 0.5 lb.
  BURGLAR’S TOOLS
  Heroes use this gear for stealthy break-ins, although much
  of it also has legitimate applications. Less-stealthy operators
  should also see Tools (p. 30).
  Circle Cutter. Suction cup-mounted blade removes a perfect
  circle of glass (window, display case, etc.) on a Forced Entry-6
  roll. Failure breaks glass noisily. $140, 1 lb.
  
  Drill, Cordless. For drilling holes for endoscopes and pin-
  head mikes. Does 1d+2(2) pi++ per second (per 5 seconds if
  being stealthy). Runs for 30 minutes. $50, 2 lbs.
  Files, Diamond. Carbide teeth can quietly cut a hasp, pad-
  lock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.
  Hydraulic Door Opener. Hand-pumped jack silently forces
  doors. Each use (takes 3 seconds) inflicts 10d cr damage on the
  door. $1,500, 9 lbs.
  Lockpicks. Basic equipment for Lockpicking. Quality affects
  weight. $50, 0.1 lb.
  Lockpicks, Electronic. Basic equipment for Electronics
  Operation (Security) to defeat electronic locks and security sys-
  tems. $1,500, 3 lbs.
  Search Endoscope. Passed through a hole in a safe or a door,
  this lets the user view the lock mechanism: +2 to Lockpicking.
  $1,500, 2 lbs.
  Stethoscope, Electronic. Basic equipment for Lockpicking
  when cracking safes. $300, 0.4 lb.
  Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30,
  2 lbs.
  COMBAT ACCESSORIES
  Sights and scopes cannot be made higher-quality to raise
  Acc or skill bonus. Holsters and slings are improvable; the
  bonus aids Fast-Draw or Holdout (never both).
  Earmuffs. Give Protected Hearing. $100, 1 lb.
  Gas Mask. Gives Filter Lungs, Immunity to Eye/Nose Irri-
  tants, and DR 2 on the eyes and face – but also No Sense of
  Smell/Taste and No Peripheral Vision. $250, 2 lbs.
  Goggles, Tactical. Give Nictitating Membrane 5. $100, neg.
  GEAR
  27
  GURPS Action assumes that heroes don’t normally buy
  gear with starting money. They can live in whatever style
  they like “off the clock” – watch three cop movies and you’ll
  see three officers at the same pay grade living in a shotgun
  shack, a houseboat, and a fancy condo, all of whom never-
  theless have virtually the same equipment. Watch a mili-
  tary action movie and you won’t even see the soldiers’
  home lives! Thus, most PCs shouldn’t take Wealth (p. B25)
  other than Average. Instead, there are other options.
  Budgets
  In most action games, the heroes draw their gear from
  their organization – it isn’t theirs, but their employer’s.
  Even criminals follow this rule; the equipment (no doubt
  the avails of crime) belongs to the crew, and personal kit is
  off-limits because it’s easily traced. Thus, most teams have
  a budget. The GM sets this figure, but here’s a suggestion:
  Starting Budget: $20,000 ¥ (number of PCs on team).
  Replacement Budget: $4,000 ¥ (number of PCs on team).
  Starting budget buys the crew’s initial gear. If the heroes
  hold Rank, everyone creates a “wish list” but the team
  member of highest Rank makes the final call. If there’s no
  leader or no Rank, the GM should let each PC spend an
  equal share – but everyone should set aside something to
  pool for major expenses, notably vehicles.
  Replacement budget becomes available at the start of
  the second and later adventures. It’s used to replenish
  ammunition, replace destroyed vehicles, and acquire spe-
  cialized tools to meet new challenges. Spending it works
  the same way.
  Budgets aren’t cash but the nominal value of the squad’s
  hardware. Holding a fraction for later, discretionary use is
  fine – but this represents departmental pull, a note with
  Guido the Fence, etc., not money.
  Signature Gear
  Heroes may pay 1 point per $10,000 in Signature 
  Gear (p. B85). This stuff is personal – usually distinctive
  hardware such as Ferraris and very fine .50-caliber rifles. It
  comes with the standard promise from the GM that you
  won’t often be without it, plus one of these guarantees:
  • If you’re a private citizen (criminal, mercenary, PI,
  etc.), your foes can’t trace it, in the tradition of cinematic
  gangsters with extraordinary firearms and cars that would
  be instantly recognizable in reality.
  • If you belong to an organization, your bosses won’t
  hassle you about non-issue gear. (Harry Callahan’s .44
  Magnum probably wasn’t department-issue!)
  Personal Wealth
  Those who don’t belong to a team – true independents
  who bankroll their own operations – do buy gear out of
  pocket and can take Wealth as usual. They’re at no disad-
  vantage against other PCs: starting money is $20,000 in a
  modern-day game, the same as the default budget, for 0
  points.
  Heroes on a team with a budget who insist on buying
  personal gear should be allowed to do so. However, the
  guarantees of Signature Gear are then reversed:
  • Privately owned gear is traceable. If you keep it after
  using it for espionage, a heist, etc., you acquire a Trade-
  mark for which you receive no points. Anyone investigat-
  ing you gets +2 to skill. If they catch up with you, and what
  you did is illegal, the evidence may convict you.
  • If you belong to an organization, your bosses will has-
  sle you for using non-issue gear. Assistance Rolls are at -2
  because you’re a troublemaker. If you’re a cop, you suffer
  -2 to Law (Police) rolls made to keep your police work
  admissible in court. If caught with the gear, your options
  are confiscation or resignation.
  Pocket Money
  In any campaign, ignore salaries and cost of living, and
  assume that each PC has $2,000/month for bribes, donuts,
  etc., should it matter. Players who want to take above-aver-
  age Wealth to improve this may do so.
  Standard (and Not-so-Standard) Issue
  
  Holster, Belt. For pistols. $25, 0.5 lb.
  Holster, Shoulder. For pistols. Enables Holdout, but gives -1
  to Fast-Draw. $50, 1 lb.
  Holster, Sleeve. Spring-loaded gizmo delivers a pistol of
  Bulk 0 or -1 on a Fast-Draw (Pistol) roll. Entire combo has only
  -2 to Holdout. $500, 0.5 lb.
  Holster, Undercover. Conceals a pistol: +1 to Holdout, -1 to
  Fast-Draw. $125, 1 lb.
  Load-Bearing Vest. Carries 20 lbs. of small articles. Readying
  an item takes a Ready maneuver – or is a free action with a
  suitable Fast-Draw roll. Quality bonuses affect DX and Fast-
  Draw rolls to reach items. $30, 2 lbs. (add $150, 3 lbs. for built-
  in flotation: +6 to Swimming rolls to avoid drowning).
  Scope, Thermal Imaging. Gives +2 Acc and Infravision. Runs
  for 2 hours. $10,000, 1 lb.
  Scopes. Give +1 to +5 Acc after aiming for seconds equal to
  bonus. Also gather light (remove -1 from darkness penalties)
  but interfere with quick shots (-1 to Bulk). $150 per +1 Acc
  (max. +5), 1 lb.
  Sight, Night. Adds Night Vision 7 to the benefits of another
  scope or sight. $1,500, 1 lb.
  Sight, Reflex. “Red dot” sight gives +1 to Guns out to 300
  yards and negates up to -3 in darkness penalties. Not cumula-
  tive with targeting laser! $550, 0.25 lb.
  Silencers. Give -1 to -4 to hear the gun fire, but also -1 to
  Bulk. $250 per -1 to Hearing (max. -4), 1 lb. (pistol or SMG) or
  1.5 lbs. (most rifles); silencer for a .50 rifle gives -2 to Bulk and
  is $400 per -1, 5 lbs.
  Tactical Lights. Small: Any gun; 25-yard beam for 2 hours.
  $100, 0.25 lb. Large: Any gun but pistol; 100-yard beam for 2
  hours. $200, 0.5 lb.
  Tactical Sling. Drop your shoulder arm without losing it!
  Retrieve it with a Ready maneuver or a Fast-Draw (Long Arm)
  roll at +1. Can also be used to brace during Aim, for the usual
  +1. $50, 2 lbs.
  Targeting Lasers. Give +1 to Guns out to a certain range.
  Sidearm: 150 yards. $150, 0.25 lb. Long Arm: 750 yards. $750,
  0.5 lb.
  COMMUNICATORS
  Make an Electronics Operation (Communications) roll if
  there’s reason to doubt that the signal will get through.
  Laser Comm. Tight-beam infrared communicator can’t be
  intercepted by radio! 1-mile range. Runs for 4 hours. $1,000,
  0.75 lb.
  Phone, Cell. Higher-quality versions don’t improve skill but
  can have one built-in gadget (camera, GPS, PDA, etc.) per full
  $100 added value. Runs for 6 hours. $100, 0.5 lb.
  Phone, Satellite. Global range. Runs for 4 hours. $1,000, 
  1 lb.
  Radio, Backpack. 35-mile range. Runs for 30 hours. $2,000,
  8 lbs.
  Radio, Compact. 2-mile range. Runs for 10 hours. $50,
  0.25 lb.
  Radio, Handset. 5-mile range. Runs for 10 hours. $250, 0.5 lb.
  Communicator Options
  One special modification is available for communicators:
  Secure: The signal is encrypted for security. Any communi-
  cator: +1 CF.
  As well, any communicator can have a hands-free headset:
  Headset, Concealable. Wireless! $300, 0.5 lb.
  Headset, Tactical. Voice-activated and gives Protected Hear-
  ing, but obvious. $200, 1 lb.
  COMPUTERS
  Desktop. With speakers, mike, webcam, modem, etc. Com-
  plexity 3. $1,500, 17 lbs.
  Notebook. With wireless. -1 to skill for long tasks. Complex-
  ity 3. Runs for 5 hours. $2,100, 2.5 lbs.
  PDA. -2 to skill for long tasks. Complexity 1. Runs for 5
  hours. $100, 0.1 lb.
  CRIMINAL TRICKERY
  Counterfeiting/Forgery Kit. Camera, embossers, high-resolu-
  tion printer and scanner, plastic card printer, strip encoder, and
  a crate of stationery are basic equipment for either skill – and
  this doesn’t include the computer! $12,000, 100 lbs.
  Disguise Kit. Basic equipment for Disguise. Quality affects
  weight. $200, 10 lbs.
  Industrial Cleanser. Roll vs. Housekeeping to remove biolog-
  ical evidence. Enough to clean up behind one killing: $5, 1 lb.
  Jammer. Neutralizes bugs, radio communicators, and
  remote detonators. To use these devices, anyone in range must
  win a Quick Contest of Electronics Operation – usually Com-
  munications – with the jammer’s operator. 2-mile range.
  $5,000, 25 lbs.
  Voice Modulator. Alters user’s voice, making it sound like
  almost anything (but not anyone in particular). $350, 1 lb.
  INSERTION/EXTRACTION AIDS
  Climbing Kit. Harness, ascender, descender, fasteners, and
  100 yards of 3/8” rope. Quality bonuses affect Climbing. $400,
  26 lbs.
  Grapnel. Non-sparking and padded for stealth! Throw to
  ST¥2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.
  Ladder, Portable. A 30’ ladder with hooks. No Climbing roll
  required, once attached. Fits in a pack. $100, 5 lbs.
  Parachutes. Use Parachuting skill. Wearer descends at 5
  yards/second. Mini: Opens after 40 yards; supports 150 lbs.
  $1,000, 8 lbs. Ram-Air: State-of-the-art military chute, capable
  of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500,
  25 lbs.
  Rappelling Kit. For descents only! Harness, carabiner,
  descender, and 33 yards of 1/4” rope in a belt pouch. Quality
  bonuses affect Climbing. $150, 3 lbs.
  Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb.
  Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs.
  GEAR
  28
  I dropped twenty floors down on
  a McNeal descender.
  – Virginia Baker, Entrapment
  
  Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1),
  mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs.
  (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard
  underwater range that runs for 4 hours).
  Suction Cups. Let a climber who weighs up to 200 lbs. with
  gear use Climbing on a smooth, vertical surface (like a sky-
  scraper) with no -3 to skill. Set: $240, 9 lbs.
  Winch. Portable, one-man hoist reels rope in or out at 3
  yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of
  200 yards. Capacity is 300 lbs. $8,000, 7 lbs.
  LABS AND SCIENTIFIC GEAR
  Geiger Counter. Useful for finding terrorist nukes! Runs for
  10 hours. $400, 0.5 lb.
  Lab, Field. Gives +1 to one skill: Chemistry, Forensics, etc.
  $15,000, 200 lbs.
  Lab, Mobile. As field lab, but +2 to chosen skill. $75,000,
  2,000 lbs.
  Lab, Suitcase. Basic equipment for one skill: Chemistry,
  Forensics, etc. $3,000, 20 lbs.
  LAW ENFORCEMENT
  AND SECURITY
  All “detectors” require Electronics Operation (Security) to
  use.
  Bug Detector. Detects the presence of transmitters and
  mikes, and can pinpoint them by winning a Quick Contest vs.
  the Electronics Operation (Surveillance) skill of the person
  who hid the bug. Quality affects weight. $500, 1 lb.
  Chemical Detector, Portable. Can sense chemical weapons,
  drugs, or explosives at 1’. Runs for 12 hours. $60,000, 6 lbs.
  Evidence Collection Kit. Basic equipment for collecting evi-
  dence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.
  Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.
  Handcuffs. DR 4, HP 6. -5 to Escape. $50, 0.5 lb.
  Metal Detector Wand. Gives +1 to find metal items with
  Explosives (EOD), Search, and Traps – cumulative with other
  bonuses – and negates bonus of undercover clothing. Runs for
  10 hours. $250, 1 lb.
  Spike Strip. Single-use car barrier punctures the tires of a
  car driving over it, deflating them (-4 to Handling, halve Top
  Speed) in five seconds. Per yard: $100, 1 lb.
  Truth Serum. Make a Physician roll to administer. After 30
  seconds, the subject must make a HT-1 roll or have -2 to Will
  and self-control rolls for (20 - HT)/2 minutes. Dose: $10, neg.
  LIGHT SOURCES
  Flare, Hand. Illuminates 5-yard radius for 30 minutes. An
  excellent fire-starter! $5, 1 lb.
  Flare, Signal. Disposable launcher shoots bright flare to 70
  yards. Roll vs. Traps to rig it as a “trip flare.” $15, 0.1 lb.
  Flashlights. Heavy: 10-yard beam for 50 hours. $20, 1 lb.
  Mini: 5-yard beam for 10 hours. $10, 0.25 lb.
  Glow Stick. Chemical light illuminates 2-yard radius for 12
  hours. $2, 0.1 lb.
  Lantern, Electric. Illuminates 5-yard radius for 20 hours.
  $30, 3 lbs.
  LUGGAGE
  Attaché Case. Holds 20 lbs. of small and/or flat things. $20,
  2 lbs.
  Backpack, Small. Holds 50 lbs. of gear. Quality bonuses off-
  set Stealth penalties for encumbrance. $120, 1.5 lbs.
  Drag Bag. Protects one sniper rifle, accessories, and ammo
  while climbing, sneaking, etc. When opened, serves as a mat
  for sniping. Often given the camouflage modifiers available for
  clothing (p. 31). $250, 4 lbs.
  MEDICAL EQUIPMENT
  Antitoxin Kit. Gives +4 to HT rolls vs. a specific, common
  poison. Dose: $10, 0.5 lb.
  Body Bag. $5, 2.5 lbs. One rated for safely removing a plague
  corpse (or a body you don’t want dogs to track) is $100, 5 lbs.
  Crash Kit. Counts as basic equipment for Physician and
  improvised equipment (-5) for Surgery, and gives +2 to First
  Aid. $200, 10 lbs.
  Defibrillator. Gives +3 to resuscitation rolls (p. B425); e.g.,
  when stabilizing a mortal wound fails (p. B424). As an impro-
  vised weapon, treat as a stun gun that allows a HT-4 roll.
  Freshly charged, it has 20 “shots.” $10,000, 15 lbs.
  First Aid Kit. Basic equipment for First Aid. Quality affects
  weight. $10, 1 lb.
  Surgical Kit. Basic equipment for Surgery (gets +2 for TL;
  see p. B424). $300, 15 lbs.
  OPTICS
  This gear requires no special skill, but Observation yields
  more information. All of these items grant vision-related traits
  while used.
  Binoculars. Civilian: Telescopic Vision 3. $150, 3 lbs. Mili-
  tary: Glint-free coating. Telescopic Vision 4. $800, 3.5 lbs.
  Night-Vision: Night Vision 9, Telescopic Vision 4, and Color-
  blindness. Run for 20 hours. $6,000, 3 lbs. Thermal-Imaging:
  Infravision, Telescopic Vision 3, and Colorblindness. Run for 4
  hours. $7,000, 3 lbs.
  Goggles, Night Vision. Hands-free. Give Night Vision 9 – but
  also Colorblindness, No Depth Perception, and No Peripheral
  Vision. Run for 20 hours. $3,500, 1.5 lbs.
  Goggles, Thermal-Imaging. Hands-free. Give Infravision and
  Telescopic Vision 2 – but also Colorblindness, No Depth Per-
  ception, and No Peripheral Vision. Run for 2 hours. $13,000,
  1.5 lbs.
  Spotting Scope. Glint-free coating. With small tripod. Gives
  Telescopic Vision 5. $300, 10 lbs.
  PERSONAL ACCESSORIES
  Business Cards. Per 100: $1, neg.
  Compass. Gives +1 to Navigation. $25, neg.
  GPS Receiver. Gives +3 to Navigation. $100, 0.25 lb.
  Multi-Tool. “Leatherman” or similar belt tool counts as
  improvised gear (-5) for most repairs. $50, 0.5 lb.
  Space Pen. Can write anywhere, even underwater. $25, neg.
  Sunglasses. Look awesome, and give Protected Vision vs.
  bright ordinary light and DR 1 over the eyes. $10, neg. (ballis-
  tic ones with DR 4 are $35, neg.).
  GEAR
  29
  
  Whistle. For signaling. $5, neg.
  Wristwatch. High-quality versions don’t improve skills but
  can have one built-in gadget (compass, camera, GPS, etc.) per
  full $100 added value. $25, neg.
  SPY AND SURVEILLANCE
  GADGETS
  Proper use of this gear to record useful intelligence – as
  opposed to record a TV show or whatever – requires Electron-
  ics Operation (Surveillance).
  Audio Recorder, Digital. Holdout +1. Runs for 12 hours.
  $100, 0.25 lb.
  Camcorders, Digital. These can record indefinitely when
  linked to a computer with external power. Full-Sized: Gives
  Night Vision 3, Telescopic Vision 2. Runs for 1 hour. $500, 1 lb.
  Miniature: No vision advantages, but Holdout +2. Runs for 1
  hour. $200, 0.25 lb.
  Cameras, Digital. Full-Sized: Basic equipment for Photogra-
  phy. Runs for 10 hours. Quality affects weight, and fine cam-
  era is a digital SLR that can accept a telephoto lens (Telescopic
  Vision 5, $500, 8.5 lbs.). $75, 0.5 lb. Miniature: Can take high-
  quality stills of documents. Holdout +1. $500, 0.1 lb.
  Cellular Monitoring System. Monitors up to four cell phones
  at once, logging, jamming, and/or tracing their calls. In heavy
  case: $20,000, 7 lbs.
  Computer Monitoring System. Reads video displays from
  radio emissions. In the city, effective range is 100 yards.
  Requires a Complexity 3 computer. $5,000, 6 lbs.
  Mike, Laser. Eavesdrops through glass. 900-yard range.
  $5,000, 2 lbs.
  Mike, Shotgun. With headphones. Gives Parabolic Hearing
  3. Runs for 10 hours. $800, 3 lbs.
  Scanner Pen. Resembles a pen. Scans a page in 4 seconds.
  Stores 100 pages in memory. $150, 0.1 lb.
  Surveillance Endoscope. A yard-long fiber optic for stealth-
  ily peering under doors, around corners, etc. Spotting the pro-
  truding tube requires a Vision-5 roll. $4,500, 2 lbs.
  Thru-Wall Radar. Can see through wood, brick, or gypsum
  1’ thick and spot things 20 yards beyond. Range is less than 1’
  through concrete. Runs for 3 hours. $30,000, 10 lbs.
  TV Set, Mini. A 7” flat-panel, used as a spare monitor by
  hackers and wire rats. Runs for 4 hours. $100, 2 lbs.
  Video Recorder, Digital. Good or fine model can be linked to
  a Complexity 3 computer for media manipulation with Elec-
  tronics Operation (Media). $200, 10 lbs.
  Wire Rat Kit. Heavy case has a 40-channel audiovisual trans-
  ceiver (controls 40 bugs, trackers, etc., and can feed signals to
  computers and recorders) in one half and enough gear enough
  for a serious surveillance job packed in the other: 10 audio bugs
  (SM -13, 1/2-mile range, 1 month endurance), 10 contact mikes
  (SM -11, self-adhesive, 1 week endurance), 2 generic transmit-
  ters (makes any attached camera, mike, etc., a bug, 1/2-mile
  range, 4 hours endurance), 2 headphone sets, 10 keyboard bugs
  (transmit by phone or Internet), 2 microphones (full-sized), 10
  phone taps, 10 pinhead mikes (SM -16, 8-yard cable manipu-
  lated with DX-based roll), 4 spike mikes (give Parabolic Hear-
  ing 4 into adjacent room when driven into wall), 5 tracking
  beacons (25-mile range, 1 month endurance), and 10 video
  bugs (SM -9, 2-mile range, 1 week endurance). $10,000, 40 lbs.
  TOOLS
  These are heavier tools. Some are intended for repairs; oth-
  ers are used to attack doors, locks, etc., with Forced Entry. See
  Burglar’s Tools (pp. 26-27) for stealthier break-in gear.
  Bolt Cutters. For cutting padlocks and chains. Light: 8d(2)
  cut. $30, 15 lbs. Heavy: 12d(2) cut. $50, 30 lbs.
  Chainsaw. Carbide teeth do swing+1d cut per second. $300,
  13 lbs.
  Crowbar, 3’. Treat as a small mace in combat, at -1 to skill.
  $20, 3 lbs.
  Cutting Torches. Full-Sized: 1d+3(2) burn per second, $75, 7
  lbs. (gas bottle good for 30 seconds: $50, 5 lbs.). Pocket: 1d-2
  burn per second, $25, neg. (gas bottle good for 20 minutes: 
  $1, neg.).
  Duct Tape. As a restraint: ST-3 or Escape roll to break free.
  60-yard roll: $1, 2 lbs.
  Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in
  combat. $100, 8 lbs.
  Go-Bar. Gives +1 to Forced Entry. Treat as a maul in com-
  bat, at -2 to skill. $175, 17 lbs.
  Hacksaw. Carbide blade does sw-2(2) cut per second to
  bars, chains, and cables. $10, 2 lbs.
  Hand Ram. Miniature battering ram does sw+3d+1 cr every
  three seconds. Not useful as a weapon. $150, 35 lbs.
  Shovel, Folding. Treat as an axe in combat, at -2 to skill.
  Holdout -4. $10, 3 lbs.
  Sledgehammer. Treat as a maul in combat, at -2 to skill. $10,
  15 lbs.
  Tool Kit, Mini. Belt-sized and simplistic: -2 to skill. For
  Armoury, Electrician, Explosives, Machinist, or Mechanic:
  $200, 4 lbs. For Electronics Repair: $400, 2 lbs.
  Tool Kit, Portable. Basic equipment for one of Armoury,
  Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs.
  For Electronics Repair: $1,200, 10 lbs.
  Tool Kit, Shop. As portable kit, but +2 to skill. For Armoury,
  etc.: $15,000, 2,000 lbs. For Electronics Repair: $30,000, 
  500 lbs.
  GEAR
  30
  
  Any TL0-8 armor from pp. B283-285 or GURPS High-Tech
  might exist in an action campaign, but action heroes usually
  either go without armor or wear TL7-8 protection. The Armor
  Table summarizes the most common garb, using the notation
  explained on p. B282.
  Several modifiers exist for armor and clothing. These have
  “cost factors” (CF) that affect cost as explained for tools and
  gadgets (p. 26).
  Camouflage*: Helps the wearer hide in one specific setting
  (desert, urban night, etc.), giving a Camouflage bonus but also
  -1 to reactions in most nonmilitary settings. Armor or clothing:
  +1 for +0 CF, +2 for +1 CF, +3 for +2 CF.
  Disguised: Armor that wouldn’t normally resemble ordinary
  clothing can be tailored so that it does. Discovering the truth
  requires a Search roll. Armor: +4 CF.
  Styled*: The most common clothing enhancement! Gives a
  reaction or Influence roll bonus whenever the GM feels that
  being well-dressed would count. Clothing: +1 bonus for +1 CF,
  +2 for +4 CF, and +3 for +9 CF.
  Undercover: Helps the wearer conceal weapons, giving a
  Holdout bonus. Armor or clothing: +1 bonus for +4 CF, +2 for
  +19 CF.
  * Camouflage and styled are mutually exclusive.
  GEAR
  31
  ARMOR AND CLOTHING
  Clothing and Armor Table
  Armor
  Location
  DR
  Cost
  Weight
  Notes
  Boots, Reinforced
  feet
  3/2
  $75
  3
  [1, 2]
  Clothing, Formal
  all
  0
  $240
  2
  [1]
  Clothing, High-Fashion
  all
  0
  $3,000
  1-4
  [1]
  Clothing, Ordinary
  all
  0
  $120
  2
  [1]
  Coat, Long
  arms, legs, torso
  0
  $50
  5
  [1, 3]
  Coat, Long Leather
  arms, legs, torso
  1*
  $250
  10
  [1, 3]
  Collar, Reinforced
  neck
  2
  $10
  0.5
  [1]
  Cup, Athletic
  groin
  2/1F
  $20
  neg.
  [1, 4]
  Gloves, Sap
  hands
  2*
  $60
  1
  [1, 5]
  Gloves, Shooting
  hands
  1*
  $50
  0.5
  [1]
  Hat, Leather
  skull
  1*
  $60
  0.5
  [1]
  Helmet, Ballistic
  skull
  12
  $250
  3
  + Visor
  eyes, face
  10
  +$200
  +1.4
  [6]
  Helmet, Motorcycle
  head
  6/3
  $200
  3
  [1, 4]
  + Visor
  eyes, face
  1
  +$50
  +0.5
  [1]
  Jacket, Leather
  arms, torso
  1*
  $50
  4
  [1]
  Leggings, Ballistic
  legs
  12/5F*
  $400
  8
  [7]
  NBC Suit
  full suit
  1*
  $150
  3.5
  [8]
  Pants, Leather
  legs, groin
  1*
  $40
  4
  [1]
  Shoes
  feet
  1*
  $40
  2
  [1]
  Shoes, Climbing
  feet
  1*
  $80
  1
  [1, 9]
  Sleeves, Ballistic
  arms
  8/2*
  $200
  5
  [7]
  Vest, Advanced
  torso
  35/5*
  $4,600
  17
  [1, 10]
  Vest, Assault
  torso, groin
  12/5*
  $900
  8
  [7]
  + Trauma Plates
  torso
  +23
  +$600
  +8
  Vest, Concealable
  torso
  12/5*
  $1,000
  2
  [1, 7]
  Notes
  [1] Concealable under clothing, or is clothing. Items without this note draw suspi-
  cion unless you’re doing your job in the army, on a SWAT team, etc.: -2 to reactions!
  [2] Use higher DR only vs. attacks to underside of foot. Give +1 to kicking damage.
  [3] Gives +4 to Holdout.
  [4] Use higher DR vs. crushing attacks, lower DR vs. all other damage types.
  [5] Weighted. Give +1 to punching damage and Bad Grip 1.
  [6] Gives Protected Vision.
  [7] Use higher DR vs. piercing and cutting attacks, lower DR vs. all other damage
  types.
  [8] Requires NBC Suit skill. Worn with a gas mask, gives Sealed. Suit’s DR applies
  only vs. burning or corrosion damage.
  [9] Rubber soles give +1 to Climbing and Stealth.
  [10] Use lower DR versus crushing attacks only.
  
  Any TL0-8 weapon from pp. B271-281, GURPS High-Tech,
  or GURPS Martial Arts is possible – but with the exception of
  knives and batons, TL7-8 guns dominate. Below are tables con-
  taining popular choices, using the notation from pp. B268-271.
  Customization modifiers exist for weapons, too. These have
  “cost factors” (CF) that alter cost according to the rules for
  tools and gadgets (p. 26).
  Disguised: The weapon resembles any innocent item that
  could conceal it; e.g., a knife built into a belt buckle. Finding
  the hidden weapon requires a Search roll. Any weapon: +4 CF.
  Fine*: Gives any firearm with base Acc 2 or better another
  +1 Acc. Guns: +1 CF.
  Styled: Pearl grips, gold plating, etc. Gives a reaction or
  Influence roll bonus in scenes where it’s the center of attention.
  Any weapon: +1 bonus for +1 CF, +2 for +4 CF, and +3 for 
  +9 CF.
  Very Fine*: Gives any firearm with base Acc 4 or better
  another +2 Acc. Guns: +4 CF.
  * Fine and very fine are mutually exclusive.
  GEAR
  32
  WEAPONS
  Firearms Table
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  ST
  Bulk
  Rcl
  Cost
  Notes
  GUNS (GRENADE LAUNCHER) (DX-4 or most other Guns at -4)
  Grenade Launcher, 40mm
  6d+2 [2d] cr ex
  1
  30/440
  6.3/0.5
  1
  1(3)
  8†
  -4
  2
  $1,550/$10
  [1]
  GUNS (PISTOL) (DX-4 or most other Guns at -2)
  Auto Backup Pistol, .40
  2d+1 pi+
  1
  140/1,600
  1.9/0.4
  3
  6+1(3)
  8
  -1
  2
  $720/$2($37)
  Auto Pistol, .40
  2d+2 pi+
  2
  160/1,800
  2.3/0.6
  3
  13+1(3)
  9
  -2
  2
  $770/$4($32)
  Auto Pistol, .45
  2d pi+
  2
  175/1,700
  2.4/0.8
  3
  13+1(3)
  10
  -2
  3
  $600/$7($32)
  Auto Pistol, .50AE
  4d pi+
  2
  220/2,500
  4.6/0.6
  3
  7+1(3)
  12
  -4
  4
  $1,250/$8($45)
  Auto Pistol, 9mm
  2d+2 pi
  2
  160/1,800
  1.9/0.6
  3
  17+1(3)
  8
  -2
  2
  $600/$5($32)
  Revolver, .357M
  3d pi
  2
  190/2,100
  2.9/0.3
  3
  6(6)
  10
  -2
  3
  $850/$3($10)
  Revolver, .38
  2d pi
  2
  110/1,200
  2/0.3
  3
  6(6)
  9
  -2
  2
  $500/$2($10)
  Revolver, .44M
  3d+2 pi+
  2
  210/2,300
  3.1/0.4
  3
  6(6)
  11
  -3
  4
  $770/$4($10)
  Snub Revolver, .38
  2d-1 pi
  1
  90/1,000
  1.2/0.27
  3
  5(6)
  9
  -1
  2
  $350/$2($10)
  Taser
  1d-3 pi-
  0
  7
  1.1/0.25
  1
  2(6)
  7
  -2
  2
  $400/$40
  [2]
  follow-up
  HT-5(0.5) aff
  GUNS (RIFLE) (DX-4 or most other Guns at -2)
  Assault Carbine, 5.56mm
  4d+2 pi
  4
  750/2,900
  7.3/1
  15
  30+1(3)
  9†
  -4
  2
  $950/$15($34)
  Assault Rifle, 5.56mm
  5d pi
  5
  800/3,500
  8.9/1
  13
  30+1(3)
  8†
  -5
  2
  $850/$15($34)
  Sniper Rifle, .50
  6d¥2 pi+
  6+3
  1,700/6,500
  35/4.4
  1
  10+1(3)
  13B†
  -7
  3
  $7,775/$44($38)
  Sniper Rifle, 7.62mm
  7d pi
  5+3
  1,000/4,200
  15/1
  1
  10+1(3)
  11B†
  -6
  3
  $2,350/$9($50)
  GUNS (SHOTGUN) (DX-4 or most other Guns at -2)
  Auto Shotgun, 12G
  1d+1 pi
  3
  40/800
  8.2/0.8
  3¥9
  7+1(2i)
  10†
  -5
  1/4
  $1,000/$4
  [3]
  Compact Pump Shotgun, 12G 1d+1 pi
  2
  40/800
  6.7/0.4
  2¥9
  4+1(2i)
  12†
  -3
  1/6
  $400/$2
  [3]
  Pump Shotgun, 12G
  1d+1 pi
  3
  40/800
  8.3/0.8
  2¥9
  7+1(2i)
  10†
  -5
  1/5
  $400/$4
  [3]
  GUNS (SMG) (DX-4 or most other Guns at -2)
  Compact SMG, 9mm
  2d+2 pi
  2
  160/1,800
  3.8/1
  15
  30+1(3)
  8†
  -2
  2
  $1,200/$9($34)
  SMG, .45
  2d+1 pi+
  3
  160/1,700
  6.5/1.6
  10
  25+1(3)
  8†
  -4
  2
  $900/$13($36)
  SMG, 9mm
  3d-1 pi
  4
  170/1,900
  6/1.2
  13
  30+1(3)
  8†
  -4
  2
  $1,500/$9($29)
  LIQUID PROJECTOR (SPRAYER) (DX-4 or other Liquid Projector-4)
  Pepper Spray
  Special
  –
  2
  0.1
  1
  20
  3
  -1
  –
  $10
  [4]
  Notes
  [1] First Range is minimum range, not 1/2D.
  [2] Victim must roll HT-5 or be stunned while trigger is depressed and for (20 - HT) seconds afterward. He can then roll HT-5 to recover.
  [3] Shotguns can fire slugs with Damage 5d pi++, +1 to Acc, Range 100/1,200, RoF without the multiplier (RoF 2 or 3), and Rcl after the
  slash (Rcl 4, 5, or 6).
  [4] Victim must make two HT-4 rolls: one to resist coughing (p. B428), another to resist blindness (p. B124). Both endure for minutes
  equal to margin of failure.
  
  GEAR
  33
  Melee Weapons Table
  Weapon
  Damage
  Reach
  Parry
  Cost
  Weight
  ST
  Holdout
  Notes
  BRAWLING or DX
  Brass Knuckles
  thr cr
  C
  0
  $10
  0.25
  –
  -1
  [1]
  Stun Gun
  HT-3(0.5) aff
  C
  No
  $25
  0.5
  2
  -1
  [2]
  Tonfa
  thr cr
  C
  0
  $40
  1.5
  –
  -3
  [1]
  KNIFE (DX-4, Main-Gauche-3, or Shortsword-3)
  Combat Knife
  sw-2 cut
  C, 1
  -1
  $40
  1
  6
  -2
  or
  thr imp
  C
  -1
  –
  –
  6
  Kukri
  sw-1 cut
  C, 1
  0
  $50
  1.5
  7
  -3
  or
  thr-1 imp
  C
  0
  –
  –
  7
  Push Knife
  thr imp
  C
  -1
  $30
  0.5
  5
  -1
  [3]
  Switchblade
  sw-3 cut
  C, 1
  No
  $30
  0.5
  5
  0
  or
  thr-1 imp
  C
  No
  –
  –
  5
  Tactical Folding Knife
  sw-3 cut
  C, 1
  -1
  $30
  0.5
  5
  0
  or
  thr-1 imp
  C
  -1
  –
  –
  5
  SHORTSWORD (DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)
  Expandable Baton
  sw cr
  1
  0
  $60
  2
  6
  -1
  or
  thr cr
  1
  0
  –
  –
  6
  Police Baton
  sw cr
  1
  0
  $20
  1
  6
  -2
  or
  thr cr
  1
  0
  –
  –
  6
  TONFA (DX-5 or Shortsword-3)
  Tonfa
  sw cr
  1
  0
  $40
  1.5
  7
  -3
  [3]
  or
  thr cr
  C, 1
  0
  –
  –
  7
  Notes
  [1] Receives Brawling or Karate damage bonuses.
  [2] Victim must roll HT-3 or be stunned for as long as weapon is in contact plus (20 - HT) seconds longer. He can then roll vs.
  HT-3 to recover.
  [3] Use Brawling or Karate parry if better than weapon parry.
  FIREARMS
  The Firearms Table adjusts many Basic Set weapons to
  reflect High-Tech. It excludes heavy weapons other than a
  grenade launcher; such hardware rarely suits the urban set-
  tings of most action campaigns. When needed, see p. B281.
  Weight give the weight of one full reload after the slash. For
  pistols, rifles, and SMGs, this includes the ammo and a maga-
  zine/speedloader.
  Cost gives the cost of a full reload after the slash, in round
  dollars. Cost of a magazine/speedloader appears in parenthe-
  ses, for guns that accept such (see above).
  Shots lists reload times in parentheses. This assumes a mag-
  azine/speedloader where available. Fast-Draw (Ammo) reduces
  times by a third: 6 to 4, 3 to 2, etc.
  SPECIAL AMMO
  Action heroes love custom ammo! These options have “cost
  factors” (CF) like those for tools and gadgets (p. 26); apply
  these to reload costs.
  Armor-Piercing*: Add armor divisor (2) but change damage
  type: pi++ to pi+, pi+ to pi, and pi to pi- (no effect on pi-). Any
  pistol, rifle, or SMG: +1 CF.
  Extra-Powerful†: Add +1 to damage per three dice or frac-
  tion thereof. Add 10% to Range and ST (minimum +1 ST). Any
  pistol, rifle, or SMG: +1 CF.
  Hollow-Point*: Change damage type from pi- to pi, pi to pi+,
  or pi+ to pi++ (no effect on pi++), but add armor divisor (0.5).
  Any pistol, rifle, or SMG: +0 CF.
  Match-Grade†: If weapon has Acc 4 or better, adds another
  +1 Acc. Any pistol or sniper rifle: +1 CF.
  * Armor-piercing and hollow-point are mutually exclusive.
  † Extra-powerful and match-grade are mutually exclusive.
  HAND GRENADES
  These are smaller, lighter grenades than those on p. B277 –
  ideal for urban operators. Pulling the pin is a Ready maneuver.
  The fuse starts when the arming handle is released (a free
  action). The throw uses Throwing.
  The rifle is the first weapon you
  learn how to use, because it lets you
  keep your distance from the client. 
  – Léon, Léon
  
  Action heroes love to drive, and most TL6-8 vehicles from
  pp. B464-465 and GURPS High-Tech are appropriate. Below is
  a short selection, described according to pp. B462-463. Cus-
  tomization options are available, with “cost factors” (CF) that
  work exactly like those for tools and gadgets (p. 26):
  Attractive: Custom paint job, velvet-glove interior, etc., gives
  a reaction or Influence roll bonus in scenes where the vehicle
  is the center of attention: +1 for +1 CF, +2 for +2 CF, and +3 for
  +3 CF.
  Rugged Design: Gives a HT bonus: +1 for +1 CF, +2 for +4
  CF.
  Superior Handling: Gives a Handling bonus: +1 for +1 CF or
  +2 for +4 CF.
  USED VEHICLES
  Second-hand vehicles are cheap but often defective. Buy a
  vehicle from the Vehicle Table and apply the desired options.
  Then for every 10% knocked off final price (max. 60% off), roll
  2d on this table in front of the GM:
  2-3 – Bad Engine: Engine dies (effectively disabled) for 3d sec-
  onds on any failed control roll. Reroll for unpowered vehi-
  cles or repeated results.
  4 – Unresponsive: -1 to Handling.*
  5-6 – Mistreated: -1 to HT.*
  7 – No problem!
  8-9 – Short “Legs”: -10% Range.*
  10 – Wobbly: -1 to SR.*
  11 – Slow: -10% Top Speed.*
  12 – Unsafe: No note or “c” (Combustible) on HT becomes “f”
  (Flammable), “f” becomes “x” (Explosive). Reroll after this
  reaches “x” (“f,” if unpowered).*
  * Multiple occurrences are cumulative!
  Example: Vince wants a flashy car! He goes for a sports car
  (base $85,000) with +3 for looks (+3 CF) and +2 to Handling
  (+4 CF), for a net Handling of +3. Such a car is $680,000 – the
  price of a high-end Ferrari. Vince lacks 68 points for Signature
  Gear, so he buys at 60% off, making the price $272,000 and
  risking six table rolls. He gets two 7s (no problems) but also a
  3, two 9s, and a 10, meaning a failure-prone engine, 20% less
  range (becomes 400 miles), and -1 to SR (for a net SR 3).
  GEAR
  34
  VEHICLES
  Vehicle Table
  Vehicle
  ST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ.
  DR
  Range
  Cost
  Locations
  BOATING (MOTORBOAT)
  Inflatable Boat
  20
  +2/2
  11
  2/12
  0.6
  0.5
  +1
  1+4
  2
  100
  $2K
  O
  Speedboat
  50
  +1/3
  11f
  3/20
  2
  1
  +2
  1+9
  3
  200
  $18K
  O
  DRIVING (AUTOMOBILE)
  HMMWV
  72
  0/5
  11
  3/33
  4.1
  1
  +3
  2+2
  8
  300
  $70K
  G4WX
  Luxury Car
  57
  0/4
  11f
  3/57*
  2.1
  0.6
  +3
  1+4
  5
  500
  $30K
  G4W
  Sports Car
  57
  +1/4
  10f
  5/75*
  1.8
  0.3
  +3
  1+3
  4
  500
  $85K
  G4W
  SUV
  68
  -1/4
  11f
  3/50
  4
  1.5
  +3
  1+4
  5
  400
  $45K
  G4W
  Van
  68
  -1/4
  11f
  2/45*
  3.5
  1
  +4
  1+7
  4
  650
  $25K
  g4W
  DRIVING (MOTORCYCLE)
  Heavy Bike
  36
  +1/2
  10f
  6/40*
  0.6
  0.22
  0
  1+1
  4
  210
  $15K
  E2W
  Sports Bike
  30
  +2/2
  11f
  8/64
  0.5
  0.23
  0
  1+1
  4
  250
  $18K
  E2W
  PILOTING (GLIDER)
  Hang-Glider
  16†
  +3/2
  10c
  0/25
  0.13
  0.1
  +1
  1
  1
  –
  $4K
  EWi
  PILOTING (HELICOPTER)
  Light Helicopter
  53
  +2/2
  10f
  2/65
  2.4
  0.7
  +4
  1+5
  3
  300
  $500K
  GH3W
  SCUBA
  Dive Torpedo
  20
  +2/2
  10
  1/2
  0.19
  0.13
  0
  1
  4
  4
  $5.5K
  E
  Concussion. 4-second fuse. Inflicts 5d cr ex. $30, 0.3 lb.
  Fragmentation. 4-second fuse. Inflicts 3d-1 [2d] cr ex. $25,
  0.4 lb.
  Smoke. 2-second fuse. Fills 7-yard radius with smoke for 50
  seconds. $35, 1 lb.
  Stun. 2-second fuse. Everyone in 10-yard radius must roll
  HT-5, at +5 for each of Protected Hearing and Protected
  Vision, or be stunned. Roll HT-5 to recover each turn. 
  $30, 0.5 lb.
  MELEE WEAPONS
  All TL8 blades are fine. To avoid confusion with other
  GURPS books, the resulting +1 damage isn’t included on the
  Melee Weapons Table – be sure to add it!
  
  Advantages, 17-19; action-
  movie variations, 18-19.
  Ammo, special, 33.
  Armor, 31.
  Arson tools, 26.
  Assassin template, 7.
  Assistance, availability by
  service, 25; modifiers to
  requests, 24; requesting, 24-
  25; results of requesting,
  25; sample, 24-25.
  Budgets, 27.
  Burglar’s tools, 26-27.
  Campaign types, 5-6.
  CF, 26, 31-34.
  Cheat sheet, 17-25.
  Cleaner template, 7-8.
  Clothing, 31.
  Combat accessories, 27-28.
  Communicators, 28.
  Computers, 28.
  Cost factors, 26, 32.
  Criminal template, 4.
  Criminal trickery, 28.
  Customization modifiers for
  items, 26, 31-34.
  Defaults for skills, 22.
  Demolition Man template, 
  8-9.
  Demolition tools, 26.
  Disadvantages, 19-20; limit,
  20.
  Enhanced Dodge advantage,
  18.
  Entry-forcing tools, 30.
  Everyman skills, 22.
  Extraction aids, 28-29.
  Face Man template, 9-10.
  Familiarity for skills, 22.
  Firearms, 32-33.
  Gadgets, 26-30.
  Gear, 26-34.
  Grenades, 33-34.
  Gun perks, 18.
  Gunslinger advantage, 18.
  GURPS, 4, 22, 34; Action 2:
  Exploits, 3, 22; Basic Set,
  4, 17, 19, 22, 26, 33; High-
  Tech, 26, 31-34; Martial
  Arts, 5, 32.
  Hacker template, 10.
  Higher Purpose advantage,
  18.
  Infiltrator template, 11-12.
  Insertion aids, 28-29.
  Intelligence lens, 4-5.
  Investigator template, 12-13.
  IQ attribute, roleplaying
  options, 6.
  Labs, 29.
  Law enforcement gear, 29.
  Law Enforcement lens, 5.
  Legal Enforcement Powers
  advantage, 25.
  Lenses, 4-5; optional, 5.
  Light sources, 29.
  Luck advantage, 8.
  Luggage, 29.
  Medic template, 13-14.
  Medical equipment, 29.
  Melee weapons, 33-34.
  Military lens, 5.
  Non-standard-issue gear, 27.
  Optics, 29.
  Optional lenses, 5.
  Perks, 18.
  Personal accessories, 29-30.
  Personal wealth, 27.
  Pocket money, 27.
  Pulling rank, see Assistance.
  Quick Gadgeteer advantage,
  18-19.
  Repair tools, 30.
  Requesting assistance, 
  see Assistance.
  Scientific gear, 29.
  Security lens, 5.
  Security measures, 29.
  Shooter template, 14.
  Signature gear, 27.
  Skills, 20-22.
  Specialties for skills, 22.
  Spy gadgets, 30.
  Standard-issue gear, 27.
  Surveillance gadgets, 30.
  Talent advantage, 19.
  Templates, 7-16.
  Terminology, 3.
  Tool kits, 30.
  Tools, 26-30.
  Vehicles, 34.
  Wealth, 27.
  Weapons, 32-34.
  Wheel Man template, 15.
  Wildcard skills, 22-23; 
  not using, 23.
  Wire Rat template, 16.
  INDEX
  35
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Action 1 - Heroes.pdf