TEXT: Written by SEAN PUNCH
  Illustrated by TOPPER HELMERS and DAN SMITH
  Reviewers: Jason “PK” Levine and Steven Marsh
  GURPS, Pyramid, Warehouse 23, the all-seeing pyramid, Action, Specialists, and the names of all products published  
  by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.  
  GURPS Action 4: Specialists is copyright © 2015 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please 
  purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  STEVE JACKSON GAMES
  Stock #37-0331 
  Version 1.0 – October 2015
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  Assistant GURPS Line Editor z JASON “PK” LEVINE
  GURPS Project Manager z STEVEN MARSH
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Operating Officer z SAMUEL MITSCHKE
  Managing Editor z MIRANDA HORNER
  Marketing Director z BRIAN ENGARD
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKOLA VRTIS
  ACTION
  TM
   4
  SpecialiStS
  TM
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Recommended Books  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Publication History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  About the Author  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  1 . You Gotta Start Somewhere .  .  .  .  .  .  .  .  .4
  The Basic acTion TemplaTe  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Basic Action Template (BAT)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Power Levels  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  The Slush Fund .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  The needs of The many  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  We Have Standards  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  The Call of Duty  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Duly Empowered  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Bats?  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  2 . a VerY PartIcular Set of SkIllS .  .  .  .  .10
  skill seTs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Doubling Up  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Advantage Bonuses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Skill Sets as Suggestions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  New Perks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  power-Ups  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Packages as Level-Ups .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  3 . SPIt and PolISh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .28
  Tying Up loose ends  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Lovably Eccentric  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  By the Book  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Specialist Campaigns  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Trading Up  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  In the Hole? .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  spending The slUsh fUnd .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  From Good to Great .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Generalists  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  New Advantage: Jack of All Trades  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  Everybody Comes from Somewhere .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  Bits and Pieces  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Compatibility? .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .35
   
  Contents 
  2
  Contents
  About GURPS
  Steve Jackson Games is committed to full support 
  of GURPS players . Our address is SJ Games, P .O . Box 
  18957, Austin, TX 78760 . Please include a self-ad-
  dressed, stamped envelope (SASE) any time you write us!  
  We can also be reached by e-mail: info@sjgames.com.  
  Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS adven-
  tures, play aids, and support in PDF form  .  .  . digital cop-
  ies of our books, plus exclusive material available only on 
  Warehouse 23! Just head over to warehouse23.com.
  Pyramid (pyramid.sjgames.com) . Our monthly PDF 
  magazine includes new rules and articles for GURPS, sys-
  temless locations, adventures, and much more . Look for 
  each themed issue from Warehouse 23!
  Internet. Visit us on the World Wide Web at  
  sjgames.com for errata, updates, Q&A, and much more . 
  To discuss GURPS with our staff and your fellow gamers, 
  visit our forums at forums.sjgames.com. The web 
  page for GURPS Action 4: Specialists can be found at  
  gurps.sjgames.com/action4 .
  Bibliographies. Many of our books have extensive bib-
  liographies, and we’re putting them online – with links to 
  let you buy the resources that interest you! Go to each 
  book’s web page and look for the “Bibliography” link .
  Errata. Everyone makes mistakes, including us – but 
  we do our best to fix our errors . Up-to-date errata pages 
  for all GURPS releases, including this book, are available 
  on our website – see above .
  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 .
  “Brilliant plan, 
  totally professional. 
  Must be a specialist.”
  “This guy is good.”
  – The Specialist
  
  GURPS Action 1: Heroes and Action 3: Furious Fists 
  assume that heroes spring into existence as 250-point tough 
  gals and guys, fully optimized for one of a small number of 
  classic action-movie roles. Those supplements let players 
  whip up capable, appropriate characters quickly: pick a tem-
  plate, choose from the modest lists of options it offers, and 
  add a few quirks. Then it’s time to leap into action, confident 
  that all the necessary boots are filled!
  But just as with boots, one size doesn’t fit all. There are 
  many situations where the speedy approach is a little too 
  coarse-grained:
  • When a player desires a hero more individualized than 
  Heroes and Furious Fists allow – often one that falls between 
  two templates – but doesn’t want to wade through the entire 
  Basic Set or risk omitting important abilities.
  • When a player is inspired by a favorite fictional char-
  acter who breaks the mold (as  
  so many action heroes do!).
  • When a player –  
  particularly a late joiner –  
  wants to carve out a niche 
  by stopping specific gaps 
  in a team’s abilities.
  • When the GM wants 
  a power level different 
  from 250 points, such as 
  in an “origins” campaign 
  about neophyte heroes, or 
  in a one-on-one game that 
  pits a high-budget action 
  star against the world.
  • When action heroes 
  need lower-powered NPC 
  sidekicks . . . or enemies!
  These are the chal-
  lenges GURPS Action 4: 
  Specialists rises to meet. 
  Its approach to character 
  creation occupies the middle 
  ground between the open-ended continuum of the Basic Set 
  and the broad strokes of the rest of the Action series, guiding 
  the process and keeping it focused on what matters to the 
  genre – the tasks described in GURPS Action 2: Exploits – 
  without forcing narrow roles on anyone. The wide variety of 
  “modules” available can accommodate the most complicated 
  backgrounds, while the final cleanup process ensures that the 
  resulting heroes remain competitive.
  As a bonus, Specialists makes minimal assumptions about 
  power level and keeps the most cinematic abilities modular, 
  so even gamers creating modern-day heroes for more-or-less 
  realistic campaigns can use it as a shortcut. Just remember 
  that Action glosses over academic pursuits, plausible eco-
  nomics, romance, and anything else that would get in the way 
  of car chases and explosions. In a game where such details 
  matter, be sure to save part of your Slush Fund (p. 6) for the 
  necessary skills and social traits!
  ReCommended books
  GURPS Action 4: Specialists refers to traits and tem-
  plates from GURPS Action 1: Heroes and GURPS Action 3: 
  Furious Fists. Those supplements aren’t required but would 
  definitely prove useful.
  PubliCAtion HistoRy
  This is the first edition of GURPS Action 4: Specialists. 
  However, several perks in Chapter 2 were summarized from 
  GURPS Power-Ups 2: Perks, while the Buddy Bond, Dabbler, 
  and Jack of All Trades traits in Chapter 3 come from the 
  Pyramid #3/53: Action article “Buddies and Loners.”
  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 prod-
  uct since. He developed, edited, or wrote dozens of GURPS 
  Third Edition projects between 1995 and 2002. In 2004, he 
  produced the GURPS Basic Set, Fourth Edition with David 
  Pulver. Since then, he has created GURPS Powers (with Phil 
  Masters), GURPS Martial Arts (with Peter Dell’Orto), GURPS 
  Zombies, and the GURPS Action, GURPS Dungeon Fantasy, 
  and GURPS Power-Ups series . . . among many other things. 
  Sean has been a gamer since 1979. His big non-gaming inter-
  ests are mixology and Argentine tango. He lives in Montréal, 
  Québec with his wife, Bonnie, and their cat, Zephyra.
   
  intRoduCtion 
  3
  intRoduCtion
  
   
  you GottA stARt somewHeRe 
  4
  No two action heroes are the same, but it’s reasonable to 
  assume that all start out at least somewhat competent, receive 
  some training in useful skills, and have a “trademark” trait or 
  three. As well, they must obey the same rules as other GURPS 
  Action characters – Specialists is about customization, not 
  cheating! To ensure that these conditions are met, work 
  through the following checklist:
  1. Start with The Basic Action Template (below) – the BAT – 
  and exercise the customization options offered there. For 
  now, leave your Slush Fund (p. 6) alone!
  2. Go to Chapter 2 and add modules from Skill Sets (pp. 10-24) 
  and Power-Ups (pp. 24-27) until you reach the campaign 
  power level (see Power Levels, p. 5).
  3. Flip to Lovably Eccentric (p. 28), take up to five quirks, and 
  add the extra points they grant to your Slush Fund.
  4. Following By the Book (pp. 28-30), adjust the results so far 
  to get legal trait levels, which can add points to or take 
  points out of the Slush Fund.
  5. Optionally, optimize skills and attributes as explained  
  in Trading Up (pp. 30-31). Any points saved go into your  
  Slush Fund.
  6. Spend your remaining Slush Fund to improve attributes, 
  secondary characteristics, and existing advantage and skill 
  levels (From Good to Great, pp. 31-32) – and optionally, to 
  buy background traits (Everybody Comes from Somewhere, 
  pp. 32-33) and Bits and Pieces (pp. 33-34). If your Slush 
  Fund is negative (that’s possible!), see In the Hole? (p. 31).
  This might seem like a lot of work at first, but once you’ve 
  done it a few times, it will be a lot faster than poring over the 
  Basic Set.
  tHe bAsiC ACtion temPlAte
  Not all action heroes are created equal – that’s one of the 
  core concepts of Specialists – but in terms of Power Level 
  (p. B487), none should be anything less than “heroic.” The 
  following template is where all characters created with 
  this system begin. Among other things, it offers average to 
  above-average attributes (particularly DX), the Luck found 
  on every 250-point Action template, and a complete set of 
  everyman skills (Heroes, p. 22).
  bAsiC ACtion  
  temPlAte (bAt)
  100 points
  You’re quick and resourceful, and have a distinct 
  edge – brains, remarkable reflexes, keen senses, 
  physical conditioning, or something less tangible – 
  that makes you a choice recruit for somebody’s legit-
  imate force or service, shadowy agency, or criminal 
  crew. As a person of action, you can drive and shoot, 
  and know the basics of unarmed combat. You’re also a child 
  of the modern age, familiar with digital technology.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 6.00 
  [5]; Basic Move 6 [0].
  CHAPteR one
  you GottA  
  stARt 
  somewHeRe
  Maya: I was recruited out  
  of high school.
  CIA Director: And do you 
  know why we did that?
  – Zero Dark Thirty
  
   
  you GottA stARt somewHeRe 
  5
  Advantages: Luck† [15]. • Another 40 points chosen from 
  among ST +1 to +4 [10/level], DX +1 or +2 [20 or 40], IQ 
  +1 or +2 [20 or 40], HT +1 to +4 [10/level], HP +1 to +3  
  [2/level], Will +1 to +8 [5/level], Per +1 to +8 [5/level], FP 
  +1 to +3 [3/level], Basic Speed +0.25 to +2.00 [5 per +0.25], 
  Basic Move +1 to +3 [5/level], Absolute Timing [2], Acute 
  Senses (any) [2/level], Ambidexterity [5], Appearance 
  [Varies], Combat Reflexes [15], Danger Sense† [15], Dare-
  devil† [15], Enhanced Dodge† 1 [15], Fearlessness [2/level] 
  or Unfazeable† [15], Fit [5] or Very Fit [15], Gizmos† 1-3  
  [5/gizmo], Hard to Kill [2/level], Hard to Subdue [2/level], 
  High Pain Threshold [10], Intuition† [15], Night Vision 1-9 
  [1/level], Off-Hand Weapon Training (Heroes, p. 18) [1], 
  Peripheral Vision [15], Pitiable [5], Rapid Heal-
  ing [5] or Very Rapid Healing [15], Rapier 
  Wit† [5], Serendipity† 1-2 [15/level], Signa-
  ture Gear† [Varies], Weapon Bond (Heroes, 
  p. 18) [1], or Wild Talent† 1 [20], or replace 
  Luck [15] with Extraordinary Luck† [30] for 
  15 points.
  Disadvantages: Choose a total of -50 points in 
  disadvantages that suit character image and 
  background. Anything goes, but here are a 
  few categories to inspire you. These often 
  overlap, so be sure not to take the same trait 
  twice – and avoid opposed traits, like Fat and 
  Skinny, or reducing DX after raising it with 
  advantage points.
  Antisocial‡: You lack empathy, which might 
  manifest as indifference or hate. Bloodlust 
  [-10*], Bully [-10*], Callous [-5], Compulsive 
  Lying [-15*], Intolerance (any large group) 
  [-5], Loner [-5*], No Sense of Humor [-10], 
  Odious Personal Habits [-5 to -15], Paranoia 
  [-10], or Selfish [-5*].
  Checkered Past: You’ve committed wrongs. If 
  not widely known, minor indiscretions rate 
  as Secret [-5]; a few crimes, cover-ups, or 
  unsanctioned missions where no one died, 
  as Secret [-10]; and a lengthy history of such 
  misdeeds, or being a killer (e.g., assassin 
  or mad bomber), as Secret [-20]. If known, 
  select Social Stigma instead – (Criminal 
  Record) [-5] if censure was legal or (License 
  Revoked) [-5] if it was professional. If you 
  didn’t really do it, Mistaken Identity [-5] 
  may apply!
  Clumsy§: You’re not quick and graceful, as 
  action heroes go. DX -1 [-20], Basic Speed 
  -0.25 to -2.00 [-5 per -0.25], Basic Move -1 
  to -3 [-5/level], Ham-Fisted 1-2 [-5/level], or 
  Klutz [-5] or Total Klutz [-15].
  Cocky: You approach life thinking you’re the 
  greatest, or that no harm can come to you. 
  Compulsive Behavior (Thrill-seeking) [-5*], 
  Delusion (anything that overplays your 
  expertise or “natural element”; e.g., “Explo-
  sives are safe around me!”, “Guns are no 
  match for fists!”, or “Reality works just like 
  the Internet!”) [-5], Impulsiveness [-10*], 
  Jealousy [-10], Obsession (with defeating 
  someone, winning something, or otherwise being the best) 
  [-5*], Overconfidence [-5*], Trademark (usually a showy 
  one) [-5 to -15], Trickster [-15*], or Vow (overreliance on 
  specific tactics, from only using guns [-5], through never 
  using guns [-10], to never using weapons [-15]) [-5 to -15].
  Crazy: You suffer from mental disadvantages – many of which 
  also fit into other categories – entirely because you’re nuts. 
  Delusion (anything off-the-wall, like “They are listening!”) 
  [-5], Flashbacks [-5 or -10], Kleptomania [-15*], Night-
  mares [-5*], Obsession (with kooky goals like finding extra-
  terrestrial life) [-5*], Odious Personal Habits [-5 to -15], On 
  the Edge [-15*], Paranoia [-10], Pyromania [-5*], or Trick-
  ster [-15*].
  PoweR levels
  Specialists is modular, so it’s easy to use for characters built on 
  125 points on up, not just 250-point heroes. Some suggestions:
  Sidekicks (125 points): At 125 points, you’re looking at the BAT 
  plus one skill set. Little optimization (Trading Up, pp. 30-31) is pos-
  sible, and the Slush Fund should be spent to improve key skills. 
  This suits Allies for 250-point PCs; see Sidekicks (p. 8). While such 
  a character could have a 25-point power-up instead of a skill set, 
  that’s rarely interesting.
  Origin Story (150-200 points): An option for those who prefer to 
  grow into 250 points is to build PCs on the BAT plus 50 to 100 points – 
  enough for two to four skill sets. Using optimization to squeeze value 
  from the points and then spending the Slush Fund on broadly useful 
  traits (especially DX and IQ) can give capable heroes on this budget. 
  They might sacrifice a skill set or two for power-ups, but earning those 
  is a good campaign goal.
  Classic Action (250 points): The standard Action campaign, but 
  with custom-fitted heroes. Players will have 150 points left after the 
  BAT. Splitting those between skill sets and power-ups 75/75, 100/50, 
  or 125/25 works well, yielding three to five skill sets. Strategic optimi-
  zation and Slush Fund spending can garner higher attribute and skill 
  levels than standard templates give – which might be good or bad.
  Buddy Movie (300-350 points): A game with only two heroes 
  calls for extra-capable protagonists. One possibility is two broadly 
  competent PCs who could work alone but have a pal to come to the 
  rescue. Each boasts a core of identical skill sets that suit the cam-
  paign; one or two may differ, but individuality derives mostly from 
  BAT customization, quirks, and the Slush Fund. An alternative is 
  the “odd couple” with totally different skill sets that collectively span 
  the campaign’s needs. Either pair could focus heavily on skill sets – 
  300 to 350 points allows for eight to 10 modules – but one or two 
  power-ups are fun.
  The Professional (300-350 points): The GM should also crank up 
  the power level for a lone PC. One approach is to keep it modest – the 
  300-350 points suited to two heroes works – and focus on only the 
  challenges the star is trained to meet. That involves taking the same 
  number of skill sets a 250-point character would, adding 50 to 100 
  points of power-ups for survivability, and using the Slush Fund to 
  sharply peak a specific competency.
  Army of One (400-450 points): Or the GM with a lone player could 
  hand out 400 to 450 points and hurl everything at the hero! Such 
  a loner needs eight to 10 skill sets at least, and should dump 100+ 
  points into power-ups to cheat death.
  
   
  you GottA stARt somewHeRe 
  6
  Dimwitted¶: You don’t come across as the sharpest knife in 
  the door . . . err, drawer. IQ -1 [-20], Per -1 [-5], Short Atten-
  tion Span [-10*], or Stuttering [-10].
  Dutiful: You faithfully serve a cause or a group. Duty (Agency, 
  mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15] 
  or (Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or 
  -20] would be a campaign decision (see The Call of Duty, 
  pp. 8-9) – but any hero might have Sense of Duty (Team) 
  [-5] or (Nation) [-10], or Workaholic [-5].
  Extremist: You put love or hate of a particular group or philos-
  ophy ahead of your own wellbeing. Fanaticism (Employer, 
  nation, or service) [-15], Intolerance (Rival nation or other 
  large group) [-5], or Sense of Duty (Nation or other large 
  group) [-10].
  Geeky: You’re the clichéd technical expert. Absent-Mindedness 
  [-15], Bad Sight (Correctable) [-10], Curious [-5*], Obses-
  sion (with a specific computer hack, invention, research 
  project, etc.) [-5*], or Trademark (any design, methodol-
  ogy, or means of executing a technical task that’s uniquely 
  yours) [-5 or -10]. Tack on Social Stigma (Minor) [-5] if 
  you’re a child prodigy!
  Hard-Boiled: You’ve seen evil and are willing to do anything to 
  defeat it. Bloodlust [-10*], Callous [-5], No Sense of Humor 
  [-10], Obsession (with bringing a criminal to justice, exact-
  ing revenge, solving a particular case, etc.) [-5*], Stubborn-
  ness [-5], or Workaholic [-5].
  Honorable: You put a set of rules ahead of practicalities. This 
  usually means Code of Honor (“Fight fair!”, Hippocratic 
  Oath, “Stay bought,” etc.) [-5], (Gentleman’s or Soldier’s) 
  [-10], or (Bushido) [-15]. However, Fanaticism (Employer, 
  nation, or service) [-15], Honesty [-10*], Pacifism (Can-
  not Harm Innocents) [-10], Sense of Duty (Nation) [-10], 
  Truthfulness [-5*], or Vows [-5 to -15] would also fit.
  Obsessed: You put goals ahead of practicalities. Express this 
  as Compulsive Behavior (a skilled activity such as hack-
  ing computers, modifying cars, or working out) [-5*], 
  Obsession (any one attainable goal) [-5*], or Vows (any-
  thing similar) [-5 to -15] – often alongside Insomniac [-10 
  or -15], Stubbornness [-5], or Workaholic [-5].
  Out of Shape§: You’ve neglected your body, like the classic 
  donut-munching cop. ST -1 [-10], HT -1 [-10], FP -1 to 
  -3 [-3/level], Basic Move -1 or -2 [-5/level], Gluttony [-5*], 
  Laziness [-10], Slow Riser [-5], Unfit [-5] or Very Unfit [-15], 
  or one of Overweight [-1], Fat [-3], or Very Fat [-5].
  Outgoing: You like, perhaps even need, other people. Chummy 
  [-5] or Gregarious [-10], Compulsive Carousing [-5*], Lech-
  erousness [-15*], or Sense of Duty (Team) [-5].
  Scarred: A bad experience left you physically and/or men-
  tally diminished. Appearance (Unattractive or Ugly) [-4 
  or -8], Chronic Depression [-15*], Disturbing Voice [-10], 
  Flashbacks [-5 or -10], Guilt Complex [-5], Hard of Hear-
  ing [-10], Insomniac [-10 or -15], Missing Digit [-2 or -5], 
  Nightmares [-5*], On the Edge [-15*], Post-Combat Shakes 
  [-5*], or Wounded [-5]. If you self-medicate, consider Alco-
  holism [-15].
  Scrawny§: Beware of strong winds. ST -1 [-10], HP -1 to -3  
  [-2/level], or Skinny [-5].
  Socially Awkward‡: You might be empathetic and nice, but 
  you’re really bad with people. Appearance (Unattractive or 
  Ugly) [-4 or -8], Clueless [-10], Easy to Read [-10], Gull-
  ibility [-10*], Oblivious [-5], Odious Personal Habits [-5 to 
  -15], Shyness [-5 or -10], or Stuttering [-10].
  Timid: You’re don’t deal well with strangers or stressful situ-
  ations. Cowardice [-10*], Fearfulness [-2/level], Low Pain 
  Threshold [-10], Nervous Stomach [-1], Nightmares [-5*], 
  Post-Combat Shakes [-5*], Shyness [-5 or -10], Squeamish 
  [-10*], or Stuttering [-10]. Any Phobia fits, especially Phobia 
  (Loud Noises) [-10*].
  Truth-Seeking: You can’t stand not knowing. Compulsive 
  Behavior (Mystery-solving) [-5*], Curious [-5*], Obsession 
  (Learn a specific truth or solve a particular mystery) [-5*], 
  Odious Personal Habit (Nosy) [-5], or Truthfulness [-5*].
  tHe slusH Fund
  The Slush Fund is a pool of unallocated character 
  points used for fine-tuning as you work your way through 
  the design process in Specialists. It starts at 10 points, 
  included in the cost of the BAT (pp. 4-7). As you develop 
  your action hero, you’ll adjust this amount upward  
  and downward.
  The Slush Fund provides a margin of error for smooth-
  ing out the oddities of traits that come in levels that can’t 
  simply be added, or that have limits on how high they can 
  go. If you select several modules in Chapter 2 that offer 
  the same advantage, leading to illegal levels – including 
  repetition of a trait that comes in just one level (e.g., High 
  Pain Threshold) – the point value of the excess goes into 
  the Slush Fund instead. If multiple modules include the 
  same skill, and total points in that skill don’t buy a stan-
  dard skill level (which costs 1, 2, or a multiple of 4 points), 
  you must use the Slush Fund to adjust this to a full level. 
  And so on.
  Specialists doesn’t avoid the overlap that makes the 
  Slush Fund necessary, in part because allowing for every 
  possible combination would be annoying but mostly 
  because that would be undesirable. Assuming that every-
  one who picks one module will also select or avoid another 
  would run counter to the system’s goal of maximizing 
  individualization. Moreover, delicately engineering every-
  thing so it adds up nicely would give implausible results 
  even for cinematic gaming – each area of expertise needs 
  key traits at particular levels, regardless of whether other 
  fields require the same abilities. Multiplying by the count-
  less combinations possible for action heroes should make 
  the need for this device obvious!
  The Slush Fund is more than a bookkeeping conve-
  nience, however – it’s also a customization tool. Taking 
  quirks (Lovably Eccentric, p. 28) or optimizing stats 
  (Trading Up, pp. 30-31) to get a character you want to play 
  adds to the total. Between those processes and points left 
  over after adjusting trait levels, there will usually be a 
  healthy balance remaining at the end. That goes toward 
  further capabilities that complement and amplify the role 
  you see for your PC (Spending the Slush Fund, pp. 31-34).
  
   
  you GottA stARt somewHeRe 
  7
  Vice-Prone: You find one or more of life’s temptations irre-
  sistible. Alcoholism [-15], Compulsive Carousing [-5*], 
  Compulsive Gambling [-5*], Gluttony [-5*], Greed [-15*], 
  Kleptomania [-15*], Laziness [-10], Lecherousness [-15*], 
  or Selfish [-5*].
  Violent: You tend to solve your problems bloodily. Bad Tem-
  per [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*], 
  Compulsive Behavior (Brawling) [-10*], or Obsession (with 
  assassinating someone or defeating a particular foe) [-5*].
  Virtuous: You’re a true hero who cares for others and tries to 
  do no wrong! Charitable [-15*], Easy to Read [-10], Guilt 
  Complex [-5], Honesty [-10*], Pacifism (Reluctant Killer) 
  [-5] or (Cannot Harm Innocents) [-10], Selfless [-5*], Sense 
  of Duty (Team) [-5], Truthfulness [-5*], Vow (Refuse no 
  request for medical aid) [-10] or (Refuse no request for aid) 
  [-15], or Workaholic [-5].
  Volatile: You’re unpredictable and flighty. Bad Temper [-10*], 
  Impulsiveness [-10*], Jealousy [-10], On the Edge [-15*], 
  Short Attention Span [- 10*], or Trickster [-15*].
  Skills: Computer Operation (E) IQ [1]-11; Driving 
  (Automobile, Heavy Wheeled, or Motorcycle) (A) 
  DX [2]-12; Guns (Pistol) (E) DX [1]-12; and Stealth 
  (A) DX [2]-12. • Either Brawling (E) DX+1 [2]-13 
  or Karate (H) DX-1 [2]-11. • Either Judo (H) DX-1 
  [2]-11 or Wrestling (A) DX [2]-12.
  Slush Fund: 10 points.
  * Multiplied for self-control number; see p. B120.
  † When using the BAT in a non-Action campaign, the 
  GM may deem some of these traits “too cinematic.” If 
  so, spend the allotted points on other choices listed here.
  ‡ Go light on these problems if you intend to special-
  ize in social skills.
  § Go light on these problems if you plan to focus on 
  physical skills – particularly combat skills.
  ¶ Go light on these problems if you hope to play an 
  intellectual with many technical skills.
  tHe needs oF tHe mAny
  In the spirit of customization, the BAT prescribes some 
  important basics but leaves the big decisions to the player. 
  Still, the GM may want to preassign or outlaw certain traits 
  in particular campaign types (see Heroes, pp. 5-6). This is 
  especially true if all PCs are required to be active-duty sol-
  diers or lawmen.
  we HAve stAndARds
  The best way to ensure that every PC possesses the min-
  imum capabilities required by strict recruiters – e.g., spe-
  cial-ops forces – while leaving room for individualization is 
  for the GM to make one or more skill sets from Chapter 2 
  mandatory, and then to set power level (Power Levels, p. 5) 
  high enough that the players still have plenty of choices. 
  But some organizations have standards that all newcomers 
  must satisfy before receiving training in even the most basic  
  job skills.
  Lean and Mean
  A cinematic fighting force or LEO might have psychiatric 
  screening so lax that even twitchy, pyromaniac psychos can 
  join up, but physical standards appear to be high. Cops and 
  especially soldiers in the movies tend to be unusually buff. 
  Ensuring this in the campaign involves two steps.
  First, the GM can shift some of the 40 points the BAT 
  reserves for advantage choices into mandatory physical traits. 
  Replacing the first few lines of stats with the following ones 
  should work in most cases, though the GM is welcome to use 
  a different configuration:
  Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; 
  HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 
  6.00 [0]; Basic Move 6 [0].
  Advantages: Fit [5] and Luck [15]. • Another 20 points chosen 
  from among the usual options.
  Second, the GM can prohibit reduced ST, DX, HT, HP, 
  FP, Basic Speed, and Basic Move; Hard of Hearing; Missing 
  Digit; Overweight, Fat, and Very Fat; Unfit and Very Unfit; and 
  Wounded. Exceptions are possible but rare.
  Minor flaws not mentioned on the BAT but listed in 
  Suitable Disadvantages (Heroes, pp. 19-20) might be forbid-
  den. Examples include Motion Sickness in a game inspired by 
  The Fast and the Furious, and Night Blindness in a campaign 
  about midnight commando raids. On the other hand, correct-
  able Bad Sight usually passes even in real-world forces, while 
  One Eye with a dashing eye-patch suits cinematic ones – ask 
  Nick Fury or Snake Plissken!
  Severe conditions not mentioned in the BAT or Suitable 
  Disadvantages – particularly Bad Back, Blindness, Chronic 
  Pain, Combat Paralysis, Deafness, Epilepsy, Hemophilia, 
  Hunchback, Lame, Mute, Neurological Disorder, One Arm, 
  One Hand, Quadriplegic, Restricted Vision, and Terminally 
  Ill – are always unsuitable for Action and especially inap-
  propriate here.
  He thought he was 
  the subject of a secret 
  government mind control 
  project. As it turns out, he 
  really was being given daily 
  doses of LSD for 11 years.
  – Frank Moses, in RED
  
   
  you GottA stARt somewHeRe 
  8
  No Section 8s
  Psychiatric standards, common in real life, are lax in 
  action fiction. Evidence abounds – consider “Howling Mad” 
  Murdock of The A-Team. Still, the worst problems can be 
  no fun, whether for the player of the afflicted PC (who has 
  to gibber through cool scenes) or everyone else (“There goes 
  Captain Crazy, hogging the spotlight and ruining our plans 
  . . . again.”).
  Consequently, the GM might outlaw some or all of 
  reduced IQ, Will, and Per, as well as Alcoholism, Berserk, 
  Chronic Depression, Cowardice, Flashbacks, Kleptomania, 
  On the Edge, Paranoia, and Short Attention Span. Traits that 
  inhibit essential tactics – e.g., Pacifism (Reluctant Killer) or 
  Vow (Never use guns) for a soldier – should 
  definitely be forbidden. It’s advisable to cap 
  Compulsive Behaviors, Delusions, Obsessions, 
  Odious Personal Habits, and Phobias at -5 
  points apiece, too.
  As with physical disadvantages, really crip-
  pling traits aren’t recommended for Action in 
  general or elite operators in particular. These 
  include Addiction, anything that stalls or pre-
  vents action (especially Confused, Indecisive, 
  and Slave Mentality), major cognitive disor-
  ders (Cannot Learn, Dyslexia, Innumerate, and 
  Non-Iconographic), and exclusively villainous 
  traits (Megalomania and Sadism) except when 
  actually creating a villain.
  tHe CAll oF duty
  On the other hand, a few disadvantages are 
  appropriate for those who serve. The GM might 
  make some of these mandatory and count them 
  against the -50 points in the BAT; if many phys-
  ical and mental traits are prohibited, this can 
  help PCs hit the disadvantage load the BAT 
  assumes. Alternatively, the GM can add them 
  on top, balancing them with the advantages 
  under Duly Empowered (p. 9) or an equal num-
  ber of positive points in the Slush Fund.
  There are two main choices:
  Duty: Police and soldiers in active service –  
  and officers of all but the most shadowy intel-
  ligence and security agencies – have a Duty. 
  Even mobsters might be bound to their boss! 
  Frequency is typically 12 or less [-10], but may 
  be just 9 or less [-5] for deep-cover agents or 
  high-level crooks with lots of autonomy, or 
  15 or less [-15] for commandos, or for cine-
  matic cops or security officers who are on 
  duty whenever they’re on screen. The Duty is 
  Extremely Hazardous (add -5 points) in a vio-
  lent campaign where villains are gunning for 
  the heroes almost all the time – a common sit-
  uation in Action.
  Sense of Duty: Requiring Sense of Duty 
  (Team) [-5] is a simple way to ensure that the 
  PCs operate as a cohesive unit. To make this 
  more carrot than stick, the GM is advised to 
  allow it on top of the -50 points in the BAT, 
  contributing five points to the Slush Fund. In a 
  military or national-security themed campaign, 
  Sense of Duty (Nation) [-10] might be manda-
  tory, and include Sense of Duty (Team) in any 
  unit tasked with the nation’s best interests.
  nPCs
  The rules in Specialists address the player who’s designing a PC. 
  However, the system works for NPCs and was designed to support 
  that option as well. A few classes of NPCs are worth mentioning.
  Sidekicks
  Suitable Advantages (Heroes, pp. 17-18) lists Allies (pp. B36-38) but 
  offers no details. The modular nature of Specialists makes Allies easy!
  1. Decide whether the Ally is built on 50% or 75% of the PC’s points, 
  and thus is worth 2 or 3 points before multiplying for frequency of 
  appearance. (Specialists with 25% of the PC’s points won’t work in 
  anything less than a 500-point game, while 100% and 150% ones are 
  no longer suitable sidekicks.) That’s 125 or 187 points in a standard 
  250-point Action campaign.
  2. Spend the first 100 points on the BAT. The GM – not the  
  player – selects the associated advantages and disadvantages! In a 
  standard campaign, 25 or 87 points will remain.
  3. Buy as many skill sets from Chapter 2 as the remaining points 
  can afford. In a 250-point game, that’s one or three. The player selects 
  the packages but not any options within.
  4. Put any leftover points into the Slush Fund. That’s where the 
  residual 12 points of a 187-point Ally end up.
  5. Customize. The GM select quirks, adjusts advantage and skill 
  levels, and optimizes (if desired). The player gets to spend any remain-
  ing Slush Fund.
  Any hero may pay for such an Ally using the points his template 
  sets aside for advantages. This is a good way to plug gaps in the 
  team’s lineup.
  Extras
  In a campaign that uses Pulling Rank (Heroes, pp. 24-25), various 
  nameless helpers can appear on a successful Assistance Roll. The GM 
  can quickly create supporting cast – gunmen, pilots, etc. – by starting 
  with the BAT, adding a single relevant skill set, and spending the Slush 
  Fund to improve key abilities. Ignore customization like quirks and 
  optimization for one-dimensional NPCs who show up for just long 
  enough to do their job.
  Enemies
  Bad guys (Exploits, pp. 45-46) more capable than mooks can also 
  use these rules. Handle “mook leaders” like extras: one skill set and 
  nothing fancy. Create “named henchmen” and competent bosses 
  like PCs. The main differences are that bad guys gravitate toward 
  disadvantages off the Antisocial, Checkered Past, Crazy, Extremist, 
  Obsessed, Vice-Prone, and Violent lists; can have villainous disad-
  vantages forbidden to PCs, like Megalomania and Sadism; and may 
  ignore The Needs of the Many (pp. 7-9) unless they belong to orga-
  nized rival groups.
  
   
  you GottA stARt somewHeRe 
  9
  Mandating that everyone have Fanaticism [-15] to 
  the cause or Intolerance [-5] of a rival cause is also pos-
  sible, especially if all the PCs are guerrillas or revolu-
  tionaries – or when designing crazy-eyed NPC bad guys. 
  Less-extreme types might have a Code of Honor worth 
  -5 points (mercenaries who stay bought, gangsters who 
  don’t backstab their own, etc.) or -10 points (soldiers).
  duly emPoweRed
  On the upside, people who meet suitable standards 
  and fulfill duties usually enjoy the powers and priv-
  ileges of their post, most often those described in 
  Pulling Rank (Heroes, pp. 24-25) and Legal Enforcement 
  Powers (Heroes, p. 25). The GM might make any of 
  these traits mandatory:
  Active-Duty Intelligence Officers: Intelligence Rank 
  1-4 [5/level].
  Active-Duty Lawmen: Legal Enforcement Powers (Local) 
  [5] or (Federal) [10]; Police Rank 1-4 [5/level].
  Active-Duty Security Personnel: Legal Enforcement Pow-
  ers (Federal) [10] or (Secret Service) [15]; Security Rank 1-4  
  [5/level].
  Active-Duty Soldiers: Military Rank 1-4 [5/level].
  Criminals: Contact Group (Gang, mob, etc.; Skill-12, 15, or 
  18; 9 or less; Somewhat Reliable) [5, 10, or 15].
  Ex- or Freelance Anything: Contact Group (Former agency, 
  force, or service; Skill-12, 15, or 18; 9 or less; Somewhat  
  Reliable) [5, 10, or 15].
  There are three ways to pay for such advantages:
  1. Balance them against some of the disadvantages under 
  The Call of Duty (pp. 8-9). This has the smallest impact on 
  player choice.
  2. Reserve some of the 40 points the BAT sets aside  
  for advantage choices. This will have a modest impact on 
  player choice.
  3. Take their point value out of the Slush Fund. This 
  can have a major impact on how the system works, and  
  isn’t advised.
  BATs?
  Specialists assumes that everyone starts from the same 
  BAT, but that need not be the case. If action heroes can hail 
  from several distinct backgrounds, the GM might use The 
  Needs of the Many (pp. 7-9) to craft a variant template for 
  each major origin; e.g., Civilian BAT, Intelligence BAT, Law-
  Enforcement BAT, and Military BAT. To give everyone the 
  same degree of flexibility, these should all have the same point 
  cost; 100 points makes it easiest to use Specialists as written. 
  Multiple BATs offer another way for players to customize 
  their characters – though the GM may limit which skill sets 
  and power ups can be added to each (to ensure that soldiers 
  learn military specialties and so on), perhaps allowing one or 
  two “free choices” to reflect past careers or cross-training.
  
   
  A veRy PARtiCulAR set oF skills 
  10
  A specialist has at least one and usually several areas of 
  expertise defined by two classes of “modules” or “packages”:
  Skill Sets (below): These represent relatively plausible 
  training at activities such as burglary, jumping out of planes, 
  hacking computers, and shooting rifles.
  Power-Ups (pp. 24-27): These add implausibly cinematic 
  elements that may not suit non-Action campaigns.
  After paying 100 points for the BAT, spend the remain-
  der of your point budget (see Power Levels, p. 5) on whatever 
  choices from these lists fit your character concept. For exam-
  ple, in a standard 250-point campaign, you’ll have 150 points 
  left; as most modules cost 25 points, you’ll typically be able to 
  afford six. Gamers familiar with GURPS-speak will recognize 
  these packages as “lenses” for the BAT.
  skill sets
  A skill set is a collection of traits relevant to a particular 
  action niche like car chases, gunfights, or blowing things up. 
  Think of it as defining the same kind of role as one of the 
  templates in Heroes or Furious Fists, but far narrower: a face 
  man is good at charm, impersonation, business deals, lan-
  guages, and much more; a skill set might cover just one of 
  those areas. This allows you to fine-tune your character, mix-
  ing and matching in ways that are awkward with 250-point 
  templates. It also lets you create specialists suited to lower- or 
  higher-powered campaigns, or for use as minor NPCs.
  Skill sets mostly contain skills, whence the name. However, 
  training can also convey perks, or the specialized techniques 
  from pp. 16-19 of Furious Fists. It’s even possible to gain 
  attribute levels and advantages this way, which you can inter-
  pret as either “The training helped me develop my talents” or 
  “I was chosen for this training because I had these gifts” . . . 
  the choice doesn’t affect the rules in the slightest.
  Each skill set comes with a name and a description. These 
  often suggest some kind of real-life training, but that doesn’t 
  mean you took such a course! You might have learned on the 
  street or at the school of hard knocks, or be a natural. Still, it’s 
  fun to think about the order you learned things in and come 
  up with an origin story. That, too, has no effect on the rules, 
  although it’s likely to affect what the GM is willing to accept 
  when you get to Everybody Comes from Somewhere (pp. 32-33).
  Skill sets cost 25 points apiece. Many overlap, which is 
  tackled in By the Book (pp. 28-30). For now, simply note which 
  ones you’re spending points on and make any choices they 
  offer – but be aware that it’s more effective to select sets that 
  complement each other and overlap just a little, and that if 
  you really want to focus on an area, you can select the same 
  option twice (Doubling Up, p. 11).
  Academics
  25 points
  You went to school and did well, whether that means a  
  liberal-arts education or (with Scientist, p. 21) being a cine-
  matic Mr. Wizard. Any hero can improve IQ later on (From 
  Good to Great, pp. 31-32), but if being “book smart” is your 
  skill set, try to build it into your backstory.
  Attributes: IQ +1 [20].
  Skills: Research (IQ/A) [2]; Teaching (IQ/A) [1]; Writing  
  (IQ/A) [2].
  CHAPteR two
  A veRy 
  PARtiCulAR  
  set oF skills
  But what I do have are  
  a very particular set of skills, 
  skills I have acquired over  
  a very long career.
  – Bryan Mills, in Taken
  
   
  A veRy PARtiCulAR set oF skills 
  11
  Airborne School
  25 points
  You’re trained at military or paramilitary parachuting. You 
  have no problem with jumping out of a perfectly good air-
  plane, and you’re ready to handle threats – environmental or 
  human – when you land.
  Advantages: Fearlessness 1 [2].
  Perks: Upside-Down (Knife) [1].
  Skills: Fast-Draw (Knife) (DX/E) [1]; Guns 
  (Rifle or Submachine Gun) (DX/E) [2]; 
  Jumping (DX/E) [1]; Knife (DX/E) [2]; 
  Navigation (Land) (IQ/A) [2]; Parachut-
  ing (DX/E) [4]; Soldier (IQ/A) [2]. • Two 
  of these options, or one of them twice:
  Advanced Jump: HAHO, HALO, and all that 
  jazz. Skills: Parachuting (DX/E) [4].
  Air Assault: Gliding down a rope under 
  whirling helicopter blades. Skills: Climb-
  ing (DX/A) [2]. Techniques: Rappelling at 
  Climbing+1 [2].
  Glider Insertion: Using any kind of steerable glider. Skills: 
  Piloting (Glider) (DX/A) [4].
  Amphibious Operations
  25 points
  You’ve studied military or paramilitary small-watercraft 
  ops – anything from coast-guard work to marine expeditions. 
  You’re at home on a rocking ship or waist-deep in water, and 
  know your way around small craft.
  Advantages: Breath-Holding 1 [2].
  Perks: Any two of Naval Training [1], Old Salt [1], or Sure-
  Footed (Shallow Water) [1].
  Skills: Boating (Motorboat) (DX/A) [8]; Knot-Tying (DX/E) 
  [1]; Navigation (Sea) (IQ/A) [2]; Seamanship (IQ/E) [2]; 
  Soldier (IQ/A) [2]; Survival (Island/Beach) (Per/A) [2]; 
  Swimming (HT/E) [4].
  Area Security
  25 points
  You’re trained at guarding and patrolling airports, borders, 
  and similar chokepoints. Your tools of choice are well-trained 
  senses, sensors (metal detectors, X-ray machines, and even 
  ground radar), and dogs.
  Secondary Characteristics: Per +1 [5].
  Skills: Animal Handling (Dogs) (IQ/A) [4]; Body Language 
  (Per/A) [2]; Electronics Operation (Security) (IQ/A) [4]; 
  Electronics Operation (Sensors) (IQ/A) [2]; Observation 
  (Per/A) [2]; Search (Per/A) [2]; Tactics (IQ/H) [4].
  Armory
  25 points
  You’re qualified to maintain, modify, and repair man- 
  portable weapons and add-ons. You don’t design them, but 
  you’re adept at procuring and customizing such gear . . . and 
  you’ve been known to improvise the occasional silencer or 
  Molotov cocktail.
  Advantages: Artificer 1 [10].
  Perks: Any two of Cheaper Gear (Guns) [1], Equipment Bond 
  (any one tool kit) [1], or Weapon Bond (any one gun) [1].
  Skills: Armoury (Heavy Weapons) (IQ/A) [4]; Armoury 
  (Small Arms) (IQ/A) [4]; Explosives (Fireworks) (IQ/A) [2]; 
  Machinist (IQ/A) [2]; Scrounging (Per/E) [1].
  Bon Vivant
  25 points
  You’re most at home when you have your arm around 
  someone attractive and your feet on a dance floor. You’re also 
  a regular James Bond when it comes to card games, fine wine, 
  and fashionable clothing. This goes well with Social Engineer-
  ing (p. 22).
  Advantages: Fashion Sense* [5].
  Perks: Two of Alcohol Tolerance [1], High-Heeled Heroine [1], 
  High-Heeled Hurt (requires the previous perk!) [1], Honest 
  Face [1], No Hangover [1], or Sartorial Integrity [1].
  Skills: Carousing (HT/E) [4]; Connoisseur (any) (IQ/A) [4]; 
  Dancing (DX/A) [2]; Gambling (IQ/A) [4]; Sex Appeal 
  (HT/A) [4].
  * When doubling up, the second instance gives Charisma 
  1 [5].
  Booby Traps
  25 points
  You’re a master at setting and concealing all kinds of nasty 
  surprises: tripwires, tiger pits, car bombs . . . you name it. 
  You have a disturbing ability to turn anything you find into a 
  deadly trap. You might also be good at avoiding such things – 
  you may use your Slush Fund to buy Enhanced Dodge (Dive 
  for Cover) [5/level] (Heroes, p. 18).
  Skills: Camouflage (IQ/E) [2]; Explosives (Demolition) (IQ/A) 
  [8]; Mechanic (Automobile) (IQ/A) [2]; Scrounging (Per/E) 
  [1]; Smuggling (IQ/A) [4]; Traps (IQ/A) [8].
  Bugging
  25 points
  You’re an expert at concealing “wires” and indoor bugs, and 
  good with recording technology. Many specialists add exper-
  tise in Communications (p. 13) and Electronic Surveillance 
  (p. 14) – and at Illicit Entry (p. 17) in order to break in and 
  plant bugs.
  Doubling Up
  You can purchase the same skill set twice to become a true expert. 
  Double the level of each attribute, secondary characteristic, or leveled 
  advantage or perk, and the points in each skill or technique, subject 
  to any notes in the skill set and the limits discussed in By the Book 
  (pp. 28-30). Where the skill set offers choices, you may choose differ-
  ently the second time if you want. A few skill sets offer 25- and 50-point 
  versions; always use the 50-point one when doubling up. 
  You can sometimes take a power-up more than once; where that’s 
  allowed, see the specific package for notes and effects.
  
   
  A veRy PARtiCulAR set oF skills 
  12
  Advantages: Circuit Sense 2 [10].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one tool kit) [1].
  Skills: Electronics Operation (Media) (IQ/A) [1]; Electronics 
  Operation (Surveillance) (IQ/A) [4]; Electronics Repair 
  (Media or Surveillance) (IQ/A) [1]; Holdout (IQ/A) [4]; 
  Smuggling (IQ/A) [4].
  Bushwhacker
  25 points
  You’re adept at moving alongside or ahead of enemies in 
  the wilderness, setting traps and ambushes. For greater dead-
  liness, add Booby Traps (pp. 11-12) or a combat skill set such 
  as Sniper School (p. 22). A terrain-specific package like Desert 
  Training (p. 14), Forest or Jungle Training (p. 16), or Moun-
  tain Training (p. 18) is handy if you specialize.
  Advantages: Craftiness 1 [5].
  Skills: Camouflage (IQ/E) [2]; Naturalist* (IQ/H) [4]; Stealth 
  (DX/A) [2]; Tactics (IQ/H) [4]; Tracking (Per/A) [4]; Traps 
  (IQ/A) [4].
  * To give Naturalist more oomph in Action, let it act as a 
  complementary skill when using Camouflage, Stealth, Tactics, 
  Tracking, or Traps in genuine wilderness (not campgrounds 
  or city parks!).
  Businessperson
  25 points
  Whether you’re a slick MBA or a self-made success, you’re 
  good at deals, numbers, and paperwork. In an Action cam-
  paign, this usually means you either lead a corporate-backed 
  team or are using your personal wealth to fund crime or vigi-
  lantism on the side.
  Advantages: Business Acumen 1 [10].
  Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Gam-
  bling (IQ/A) [2]; Leadership (IQ/A) [2]; Merchant (IQ/A) 
  [2]; Propaganda (IQ/A) [2]; Savoir-Faire (High Society)  
  (IQ/E) [1].
  Car Thief
  25 points
  You’re great at finding unattended cars, boosting them, 
  and being gone in 60 seconds – for either personal use or 
  profit. This enhances Illicit Entry (p. 17) or Security Systems 
  (p. 21) in a specific role, and fits well with Repairman (p. 20) 
  or Tactical Driving (p. 22).
  Perks: Either Cheaper Gear (Ground Vehicles) [1] or Equip-
  ment Bond (any one tool kit) [1].
  Skills: Connoisseur (Cars)* (IQ/A) [4]; Driving (Automo-
  bile) (DX/A) [2]; Electronics Repair (Security) (IQ/A) [4]; 
  Forced Entry (DX/E) [2]; Lockpicking (IQ/A) [4]; Mechanic 
  (Automobile) (IQ/A) [4]; Stealth (DX/A) [2]. • One of Area 
  Knowledge (city) (IQ/E) [2], Streetwise (IQ/A) [2], or Urban 
  Survival (Per/A) [2].
  * Allows a complementary skill roll when applying Elec-
  tronics Repair, Forced Entry, Lockpicking, or Mechanic to 
  auto theft – or Merchant or Streetwise to buy/sell cars.
  Chemical Safety
  25 points
  You’re skilled at finding and safely dealing with toxic spills 
  and nerve gas. To treat poisoning, take Doctor (p. 18) as well. 
  As dangerous chemicals often go boom, you may use your 
  Slush Fund to buy Enhanced Dodge (Dive for Cover) [5/level] 
  (Heroes, p. 18).
  Perks: Precautions 1 [1].
  Skills: Chemistry (IQ/H) [4]; Electronics Operation (Secu-
  rity) (IQ/A) [4]; Hazardous Materials (Chemical) (IQ/A) [8]; 
  NBC Suit (DX/A) [4]; Poisons (IQ/H) [4].
  Cleaning
  25 points
  You’re the one the mob or shadowy agency calls when sen-
  sitive evidence needs to be found and either disposed of or 
  destroyed. Blood, bodies, spent cartridges . . . you make it go 
  away. This is dirty, nasty work that brings no glory, but some-
  body has to do it.
  Advantages: Craftiness 1 [5]; Fearlessness 1 [2].
  Skills: Camouflage (IQ/E) [1]; Forensics (IQ/H) [4]; Freight 
  Handling (IQ/A) [2]; Holdout (IQ/A) [1]; Housekeeping 
  (IQ/E) [4]; Smuggling (IQ/A) [4]. • Either Animal Handling 
  (Dogs or Pigs) (IQ/A) [2] or Chemistry (IQ/H) [2].
  Climber
  25 points
  You’re an expert at overcoming vertical obstacles – fences, 
  buildings, rock faces, mountains – and with the use of ropes, 
  grapnels, and similar equipment. You have a strong grip and 
  the sure-footedness of a mountain goat.
  Advantages: Lifting ST 1 [3].
  Perks: Special Exercises (Lifting ST 1)* [1]. • Either Equip-
  ment Bond (Climbing Kit) [1] or Sure-Footed (Uneven) [1].
  Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [8]; Jumping 
  (DX/E) [1]; Knot-Tying (DX/E) [2]; Throwing (DX/A) [2].
  Techniques: Rope Up at Climbing-1 [1]; Scaling at Climbing-2 
  [2].
  * When doubling up, treat this as leveled: Special Exercises 
  (Lifting ST 2) [2].
  Close-Quarters Battle
  25 points
  You’re trained at rapid close-quarters engagements. Take 
  other skill sets to reflect whether the training was military or 
  police, or indoors or out. This one covers spotting threats, 
  fighting with knives and short-ranged firearms, and using (and 
  resisting) stun grenades.
  We ain’t huntin’ him, he’s huntin’ us!
  – Preston, in First Blood
  
   
  A veRy PARtiCulAR set oF skills 
  13
  Secondary Characteristics: Per +1 [5].
  Perks: Robust Hearing [1]; Robust Vision [1].
  Skills: Fast-Draw (Ammo) (DX/E) [1]; Fast-Draw (Knife) 
  (DX/E) [1]; Fast-Draw (Long Arm) (DX/E) [1]; Fast-Draw 
  (Pistol) (DX/E) [1]; Gesture (IQ/E) [1]; Guns (Pistol) (DX/E) 
  [2]; Knife (DX/E) [1]; Tactics (IQ/H) [4]; Throwing (DX/A) 
  [2]. • Two of Guns (Grenade Launcher*, Rifle, Shotgun, or 
  Submachine Gun) (DX/E) [2].
  * Heroes with police backgrounds can justify this – it’s used 
  to deliver tear gas.
  Command
  25 points
  You are or were a military officer or senior NCO, or maybe 
  a leader in a paramilitary, intelligence, or police force. You 
  have an inspiring manner, a good range of motivational skills, 
  and a fair grasp of practical organization. Compare Master-
  mind (p. 18).
  Advantages: Charisma 1 [5].
  Perks: Penetrating Voice [1].
  Skills: Administration (IQ/A) [2]; Diplomacy (IQ/H) [4]; 
  Intimidation (Will/A) [2]; Leadership (IQ/A) [4]; Savoir-
  Faire (Military or Police) (IQ/E) [1]; Teaching (IQ/A) [2]. 
  • A total of 4 points in Expert Skill (Military Science), Law 
  (Police), Strategy, or Tactics, all (IQ/H). Those with Sailor 
  (p. 21) add Shiphandling (IQ/H) to this list.
  Communications
  25 points
  You’re trained at operating and maintaining fancy comms 
  gear – including direction-finders, jammers, and digital net-
  works – and with codes and ciphers. Espionage work calls 
  for one or more of Bugging (pp. 11-12), Computer Intrusion 
  (below), and Electronic Surveillance (p. 14) as well.
  Advantages: Acute Hearing 1 [2]; Circuit Sense 1 [5].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one radio or tool kit) [1].
  Skills: Computer Operation (IQ/E) [1]; Cryptography (IQ/H) 
  [8]; Electronics Operation (Communications) (IQ/A) [4]; 
  Electronics Repair (Communications) (IQ/A) [2]; Electron-
  ics Repair (Computers) (IQ/A) [2].
  Computer Intrusion
  25 points
  You’re a hacker, adept at cracking digital 
  networks and encryption to steal or alter data – 
  typically using a custom rig, code of your own 
  design, and a bit of Dumpster-diving.
  Advantages: Born to Be Wired 2 [10].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one computer) [1].
  Skills: Computer Hacking (IQ/VH) [4]; Computer Operation 
  (IQ/E) [1]; Computer Programming (IQ/H) [2]; Cryptogra-
  phy (IQ/H) [2]; Electronics Operation (Communications) 
  (IQ/A) [1]; Electronics Repair (Computers) (IQ/A) [1]; 
  Expert Skill (Computer Security) (IQ/H) [2]; Scrounging 
  (Per/E) [1].
  Conspiracies
  25 points
  You’re a conspiracy nut or possibly a MIB. Pick other skill 
  sets for technical know-how – this one covers seeing plots in 
  every word you hear or read. Add Detective Work (p. 14) or 
  Journalism (p. 17) if you pry further, and/or Tradecraft (p. 23) 
  to foil Them.
  Secondary Characteristics: Either Will +1 [5] (iron-willed 
  true believer) or Per +1 [5] (wary shoulder-checker).
  Skills: Current Affairs (Headline News) (IQ/E) [2]; Current 
  Affairs (Politics) (IQ/E) [2]; Detect Lies (Per/H) [2]; Expert 
  Skill (Conspiracy Theory)* (IQ/H) [8]; Intelligence Analysis 
  (IQ/H) [2]; Research (IQ/A) [4].
  * In Action, acts as a complementary skill to Current 
  Affairs, Intelligence Analysis, or Research when probing an 
  organization (not a lone individual!) that keeps secrets. When 
  attempting to penetrate active disinformation – e.g., using 
  Detect Lies on a Brainwashing victim or Intelligence Analysis 
  to oppose Propaganda – Expert Skill (Conspiracy) can act as 
  the master skill and the other skill, as complementary.
  Construction
  25 points
  Many action plots require knowledge of buildings, plumb-
  ing, tunnels, and so on. Add Illicit Entry (p. 17) to focus on 
  infiltration, or Demolitions (p. 14) or Sabotage (p. 21) for 
  destruction. Brawny working-man’s heroes have Physical 
  Training (pp. 19-20) – or possibly Goon (p. 16).
  Advantages: Artificer 1 [10].
  Perks: Equipment Bond (any one tool kit or construction 
  vehicle) [1].
  Skills: Architecture (IQ/A) [4]; Forced Entry (DX/E) [2]. • Two 
  of Carpentry* or Masonry*, both (IQ/E) [2]; Electrician, 
  Machinist, or Mechanic (any), all (IQ/A) [2]; or Engineer 
  (Combat) (IQ/H) [2]. • Either Area Knowledge (city or tun-
  nels under a city) (IQ/E) [4] or Urban Survival (Per/A) [4].
  * Nonstandard Action skills. Carpentry complements 
  Architecture, Forced Entry, or Engineer when dealing with 
  wooden structures; Masonry does the same for stone ones; 
  and alongside Repairs (Exploits, pp. 41-42), these skills can 
  fix kicked-in doors, breaks in walls, and so on to create barri-
  cades or hide escape routes.
  Countersurveillance
  25 points
  You’re a pro at bug-sweeping and spotting lens glint, 
  silently signaling your findings, and generally foiling snoops. 
  Your skills are transferable to snooping, though Electronic 
  Surveillance (p. 14) or Surveillance (p. 22) is better. Consider 
  Area Security (p. 11), too.
  We are tracing the encryption signal.
  – Tanner, in Skyfall
  
   
  A veRy PARtiCulAR set oF skills 
  14
  Secondary Characteristics: Per +1 [5].
  Advantages: Circuit Sense 1 [5].
  Skills: Electronics Operation (Communications) (IQ/A) [2]; 
  Electronics Operation (Security) (IQ/A) [2]; Electronics 
  Operation (Sensors) (IQ/A) [2]; Electronics Operation 
  (Surveillance) (IQ/A) [2]; Gesture (IQ/E) [1]; Observation 
  (Per/A) [2]; Search (Per/A) [2]; Shadowing (IQ/A) [2].
  Cowboy
  25 points
  Perhaps you aren’t literally a cowboy, but you’re at home 
  on the range, a fair hand with horses, and a good shot. As 
  befits the image, you’re tough, rugged, and always see or 
  hear the bad guys coming. Many a cowboy is also a Bush-
  whacker (p. 12).
  Attributes: HT +1 [10].
  Secondary Characteristics: Per +1 [5].
  Skills: Guns (Pistol or Rifle) (DX/E) [2]; Riding (Horse) (DX/A) 
  [4]; Survival (Plains) (Per/A) [2]; Tracking (Per/A) [2].
  Criminal Past
  25 points
  You are or were some kind of crook. Your other skill sets 
  hint at your crimes – from petty Theft (p. 22) to almost any 
  violent option for murder for hire – but you’re at home in 
  seamy cityscapes, around everyone from bums and addicts on 
  up to “made men.”
  Advantages: Contact Group (Gang, mob, or possibly even the 
  police; Skill-12; 9 or less; Somewhat Reliable)* [5].
  Skills: Carousing (HT/E) [2]; Holdout (IQ/A) [4]; Savoir-Faire 
  (Mafia) (IQ/E) [2]; Streetwise (IQ/A) [4]; Urban Survival 
  (Per/A) [4]. • Either Fast-Talk (IQ/A) [4] or Intimidation 
  (Will/A) [4].
  * When doubling up, improve skill to 15, or frequency to 12 
  or less, or reliability to “Usually Reliable.”
  Demolitions
  25 points
  You’re an expert at blowing up structures and obstacles, 
  with sidelines in arson and high-explosive munitions. To be 
  a mad bomber, take Booby Traps (pp. 11-12) instead . . . or 
  as well! Enhanced Dodge (Dive for Cover) [5/level] (Heroes, 
  p. 18) suits what you do, and you may use your Slush Fund 
  to acquire it.
  Advantages: Fearlessness 1 [2].
  Perks: Either Cheaper Gear (Explosives*) [1] or Equipment 
  Bond (any one tool kit) [1].
  Skills: Architecture (IQ/A) [2]; Armoury (Heavy Weapons) 
  (IQ/A) [2]; Chemistry (IQ/H) [2]; Engineer (Combat) (IQ/H) 
  [4]; Explosives (Demolition) (IQ/A) [8]; Explosives (Fire-
  works) (IQ/A) [4].
  * Everything under Arson and Demolition (Heroes, p. 26); 
  all grenades, rockets, and their launchers; and bulk chemicals 
  for explosives.
  Desert Training
  25 points
  You’re a desert rat, hardened by 
  blistering heat and whipping sands. 
  This might be due to military “desert 
  warfare” training – but it also suits 
  lone rugged survivalists.
  Attributes: HT +1 [10].
  Perks: Sure-Footed (Sand) [1].
  Skills: Hiking (HT/A) [2]; Navigation (Land) (IQ/A) [2]; Sur-
  vival (Desert) (Per/A) [8]; Tracking (Per/A) [2].
  Detective Work
  25 points
  You’re a trained crime-solver. A genuine police officer 
  should add Law Enforcement (pp. 17-18), and possibly Foren-
  sics (p. 16) or Undercover (p. 23). This skill set offers basic 
  interrogation techniques – tack on Interrogation (p. 17) for 
  secret police.
  Secondary Characteristics: Per +1 [5].
  Skills: Criminology (IQ/A) [4]; Detect Lies (Per/H) [2]; Intel-
  ligence Analysis (IQ/H) [4]; Interrogation (IQ/A) [2]; 
  Research (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) 
  [2]; Streetwise (IQ/A) [2].
  Disease Control
  25 points
  You’re qualified to deal with all manner of scary contagion, 
  whether contained in a lab or dispersed in a population; to 
  treat it, take Doctor (p. 18), too. This includes use of the rele-
  vant safety gear.
  Advantages: Resistant to Disease (+3)* [3].
  Skills: Diagnosis (IQ/H) [2]; Expert Skill (Epidemiology) 
  (IQ/H) [8]; Hazardous Materials (Biological) (IQ/A) [8]; 
  NBC Suit (DX/A) [4].
  * When doubling up, the second level gives Precautions 1 
  [1] and Resistant to Disease (+8) [5].
  Electronic Surveillance
  25 points
  You know all about using long-range mics, sensors, and 
  tracking beacons to keep tabs on targets, usually from a vehi-
  cle. This sort of work is for the most part is “hands off.” If you 
  plant bugs and tap phone lines, add Bugging (pp. 11-12).
  Advantages: Circuit Sense 2 [10].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one tool kit or surveillance van) [1].
  Skills: Driving (Automobile or Heavy Wheeled) (DX/A) [2]; 
  Electronics Operation (Sensors) (IQ/A) [4]; Electronics 
  Operation (Surveillance) (IQ/A) [4]; Electronics Repair 
  (Sensors) (IQ/A) [1]; Electronics Repair (Surveillance) 
  (IQ/A) [1]; Observation (Per/A) [2].
  Sounds like a cowboy score.
  – Neil McCauley, in Heat
  
   
  A veRy PARtiCulAR set oF skills 
  15
  Electronics
  25 points
  You’re a wizard with a soldering iron, skilled at general 
  electronics repair. This also lets you disarm and sabotage dig-
  ital devices, but that’s not the focus of this skill set.
  Advantages: Circuit Sense 2 [10].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one tool kit) [1].
  Skills: Two specialties of Electronics Repair (Communica-
  tions, Computers, Media, Security, Sensors, and Sur-
  veillance) (IQ/A) [4], the other four at [1]. • Scrounging 
  (Per/E) [2].
  Escape and Evasion
  25 points
  You’re good at escaping restraints and prisons, and at elud-
  ing pursuit on foot. Spies and commandos often learn this 
  alongside Resistance (p. 21) and/or Survival (p. 22) . . . though 
  it could be something you learned the hard way after doing a 
  little time inside.
  Advantages: Craftiness 1 [5].
  Secondary Characteristics: Basic Move +1 [5].
  Skills: Camouflage (IQ/E) [1]; Escape (DX/H) [4]; Lockpick-
  ing (IQ/A) [2]; Running (HT/A) [4]; Shadowing (IQ/A) [2]; 
  Stealth (DX/A) [2].
  Explosive Ordnance Disposal (EOD)
  25 points
  You have the risky job of finding, defusing, and dispos-
  ing of bombs, including booby traps, car bombs, IEDs, 
  and land mines. Most EOD experts have either Infantry 
  Training (p. 17) or Law Enforcement (pp. 17-18), too. For 
  reasons that should be obvious, you may use your Slush 
  Fund to buy Enhanced Dodge (Dive for Cover) [5/level] 
  (Heroes, p. 18).
  Advantages: Fearlessness 1 [2].
  Skills: Electronics Operation (Security) (IQ/A) [4]; Explo-
  sives (EOD) (IQ/A) [8]; Hazardous Materials (Chem-
  ical) (IQ/A) [2]; Mechanic (Automobile) (IQ/A) [1]; 
  Search (Per/A) [4]; Traps (IQ/A) [4].
  Femme Fatale
  25 points
  You use attraction as a tool – and as a weapon. Though 
  you might be a “party girl” with Bon Vivant (p. 11) or a full-
  fledged manipulator with Social Engineering (p. 22), that isn’t 
  a given. This is customarily a female role, but gigolos have the 
  same skill set.
  Advantages: Appearance (Beautiful)* [12].
  Perks: One of High-Heeled Heroine [1], Honest Face [1], or 
  Penetrating Voice† [1].
  Skills: Acting (IQ/A) [4]; Carousing (HT/E) [2]; Fast-Talk 
  (IQ/A) [4]; Sex Appeal* (HT/A) [2].
  * Beautiful gives +4 to Sex Appeal. When doubling up, the 
  second instance improves Appearance to Very Beautiful [16] 
  (+6 to Sex Appeal!) and grants Sex Appeal (HT/A) [12] instead 
  of [4].
  † For screaming, of course!
  Fireman
  25 points
  Action movies seem to love firefighters. Such heroes are 
  more skilled than their realistic counterparts at wielding 
  fire axes in anger, using extinguishers as weapons, and set-
  ting fires. They’re also buff, and good at carrying victims out  
  of danger.
  Advantages: Breath Holding 1 [2]; Lifting ST 1 [3].
  Perks: Special Exercises (Lifting ST 1)* [1].
  Skills†: Climbing (DX/A) [2]; Driving (Heavy Wheeled) (DX/A) 
  [2]; Explosives (Fireworks) (IQ/A) [2]; First Aid (IQ/E) [2]; 
  Forced Entry (DX/E) [2]; Liquid Projector (any) (DX/E) [1]; 
  NBC Suit (DX/A) [2]; Professional Skill (Firefighter) (IQ/A) 
  [4]. • Either Axe/Mace or Two-Handed Axe/Mace, both 
  (DX/A) [2].
  * When doubling up, treat this as leveled: Special Exercises 
  (Lifting ST 2) [2].
  † Professional Skill (Firefighter) allows a complementary 
  skill roll when using any other skill to enter a burning build-
  ing, extinguish a fire, save a trapped victim, etc. In a realistic 
  game, replace Explosives and melee skill with 4 more points 
  in this skill, and the Liquid Projector specialty is always 
  Water Cannon.
  Fixer
  25 points
  Your specialty is obtaining gear – wherever, whenever, and 
  however you can. You’re a master of scrounging, smuggling, 
  and the black-market deal.
  Advantages: Contact Group (Any group that can help you 
  obtain or smuggle gear – corporation, mob, port authority, 
  etc.; Skill-12; 9 or less; Somewhat Reliable)* [5].
  Perks: Cheaper Gear (any one of drugs and medical gear, 
  electronics, explosives, ground vehicles, guns, etc.) [1]; 
  Cheaper Gear (a different category of equipment) [1].
  Advantage Bonuses
  Many skill sets include advantages that grant bonuses 
  to their skills. These affect point distributions: skills that 
  benefit usually get fewer points than those that don’t. 
  Some advantages on the BAT also improve skills. Optimal 
  Advantages (pp. 30-31) summarizes most of the relevant 
  traits, but don’t overlook 3D Spatial Sense (+1 to Pilot-
  ing, as well as +3 to Navigation for Absolute Direction), 
  Appearance (+1, +4, or +6 to Sex Appeal), Perfect Balance 
  (+1 to Acrobatics, Climbing, and Piloting), and Voice (+2 to 
  Diplomacy, Fast-Talk, Public Speaking, and Sex Appeal). 
  It’s least confusing to add advantage bonuses at the end 
  of the character-design process – but don’t forget to claim 
  them when you get there!
  
   
  A veRy PARtiCulAR set oF skills 
  16
  Skills: Administration (IQ/A) [2]; Freight Handling (IQ/A) [4]; 
  Merchant (IQ/A) [2]; Scrounging (Per/E) [2]; Smuggling 
  (IQ/A) [4]; Streetwise (IQ/A) [4].
  * When doubling up, the second instance can be another 
  Contact Group or a superior version of the existing one: 
  improve skill to 15, or frequency to 12 or less, or reliability to 
  “Usually Reliable.”
  Flight School
  You’re a keen-eyed airman with good situational 
  awareness, rated on one broad class of aircraft. Civilian 
  and military flyers differ, and while any pilot might take 
  this skill set twice to qualify on other equipment – and 
  ex-military commercial pilots often have both packages – 
  combat aces regularly double up on a single type!
  Civilian Pilot
  25 points
  Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
  Skills: Electronics Operation (Communications) (IQ/A) [2]; 
  Mechanic (for Piloting specialty) (IQ/A) [2]; Navigation 
  (Air) (IQ/A) [2]; Piloting (Glider, Helicopter, Light Airplane, 
  or Ultralight) (DX/A) [8]. • A total of 4 points in Freight 
  Handling and Smuggling, both (IQ/A).
  * When doubling up, this becomes 3D Spatial Sense [10] – 
  which aids Piloting as well as Navigation!
  Military Pilot
  25 points
  Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
  Skills: Electronics Operation (Communications) (IQ/A) [1]; 
  Navigation (Air) (IQ/A) [1]; Parachuting (DX/E) [1]; Pilot-
  ing (Helicopter or High-Performance Airplane) (DX/A) [8]; 
  Savoir-Faire (Military) (IQ/E) [1]. • Any three of Artillery 
  (Bombs or Guided Missile) (IQ/A) [2], Gunner (Machine 
  Gun or Rockets) (DX/E) [2], or Tactics (IQ/H) [2].
  * Again, doubling up makes this 3D Spatial Sense [10].
  Forensics
  25 points
  You’re skilled at scientific evidence collection and analysis, 
  from lifting fingerprints to finding footprints to examining cold 
  corpses. This doesn’t require Law Enforcement (pp. 17-18) – 
  perhaps you’re a dedicated lab monkey, or a medical examiner 
  with Medicine (p. 18).
  Skills: Criminology (IQ/A) [1]; Diagnosis (IQ/H) [4]; Electron-
  ics Operation (Security) (IQ/A) [4]; Forensics (IQ/H) [8]; 
  Search (Per/A) [4]; Tracking (Per/A) [4].
  Forest or Jungle Training
  25 points
  You’re comfortable operating in dense vegetation and 
  adept at exploiting the short lines of sight there. You might 
  be a rugged, axe-swinging survivalist, familiar with temperate 
  woodlands – or a commando, guerrilla, or mercenary, at home 
  in the jungle, machete in hand.
  Secondary Characteristics: Outdoorsman 1 [10].
  Skills: Camouflage (IQ/E) [1]; Hiking (HT/A) [2]; Navigation 
  (Land) (IQ/A) [2]; Stealth (DX/A) [2]; Tracking (Per/A) [2]. 
  • One of these options:
  Forest: Axe/Mace (DX/A) [2]; Survival (Woodlands) (Per/A) [4].
  Jungle: Knife (DX/E) [2]; Survival (Jungle) (Per/A) [4].
  Goon
  25 points
  You’re big, menacing, and hard to coerce. How good 
  you are at violence depends on your other skill sets: Heavy 
  Weapons (below), Obsolete Weapons (p. 19), and Unarmed 
  Combat (p. 23) all fit – but action fiction frequently portrays 
  laborers with Construction (p. 13) or Repairman (p. 20), and 
  jocks with Physical Training (pp. 19-20), as goons.
  Attributes: ST +1 [10].
  Secondary Characteristics: Will +1 [5].
  Advantages: Fearlessness 1 [2].
  Skills: Intimidation (Will/A) [8].
  Heavy Weapons
  25 points
  You have the strength and training to use big guns: flame-
  throwers, grenade launchers, LAWs, machine guns, mortars, 
  and SAMs. The most realistic background for this stuff is mil-
  itary – but in Action, all bets are off!
  Attributes: ST +1 [10].
  Perks: Huge Weapons 1 [1].
  Skills: Artillery (Cannon or Guided Missile) (IQ/A) [2]; Gun-
  ner (Cannon or Machine Gun) (DX/E) [2]; Guns (Grenade 
  Launcher) (DX/E) [2]; Guns (LAW) (DX/E) [2]; Guns (Light 
  Machine Gun) (DX/E) [2]; Liquid Projector (Flamethrower) 
  (DX/E) [2]. • Another 2 points in any one of those skills or 
  Forward Observer (IQ/A) [2].
  Hostile Extraction
  25 points
  That is, kidnapping: You stalk your unsuspecting quarry 
  until you can overpower him – usually to force him into a vehi-
  cle. Tools range from basic (threats, blackjacks, grappling, 
  rope, and handcuffs) to high-tech (pepper spray, stun guns, 
  and Tasers).
  Advantages: Craftiness 1 [5].
  Skills: Brawling (DX/E) [2]; Fast-Draw (Pistol) (DX/E) [1]; 
  Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Intimida-
  tion (Will/A) [4]; Knot-Tying (DX/E) [2]; Liquid Projector 
  (Sprayer) (DX/E) [2]; Shadowing (IQ/A) [2]; Stealth (DX/A) 
  [2]. • Either Judo (DX/H) [2] or Wrestling (DX/A) [2].
  I’ll bleed ya, real quiet.  
  Leave ya here. Got that?
  – Mac, in Predator
  
   
  A veRy PARtiCulAR set oF skills 
  17
  Illicit Entry
  25 points
  You have in-depth experience at defeating doors and 
  mechanical locks, and aren’t bad with simpler fences and 
  alarms. A full-on thief also needs a few of Climber (p. 12), 
  Parkour (p. 19), Security Systems (p. 21), and Theft (p. 22).
  Perks: Equipment Bond (any item from Burglar’s Tools, 
  Heroes, pp. 26-27) [1].
  Skills: Climbing (DX/A) [2]; Electronics Operation (Security) 
  (IQ/A) [4]; Escape (DX/H) [4]; Forced Entry (DX/E) [4]; 
  Lockpicking (IQ/A) [8]; Stealth (DX/A) [2].
  Impersonation
  25 points
  You’re good at passing yourself off as someone you  
  aren’t – usually a generic alter-ego, occasionally a specific 
  target – and are especially fluent in one particular cultural 
  background. You’re skilled with faked mannerisms, dis-
  guises, and outright lies.
  Advantages: Craftiness 1 [5]; Cultural Familiarity (any)* [1]; 
  Language (any at Native)* [6].
  Skills: Acting (IQ/A) [4]; Disguise (IQ/A) [4]; Fast-Talk (IQ/A) 
  [4]. • One skill for Fitting In (Exploits, p. 16): Administra-
  tion (IQ/A) [1], Savoir-Faire (High Society, Mafia, Military, 
  or Police) (IQ/E) [1], or Streetwise (IQ/A) [1].
  * Each counts as a successful complementary skill roll (giv-
  ing +1) when using Acting or Fast-Talk merely not to be iden-
  tified as yourself.
  Infantry Training
  25 points
  You’ve attended boot camp and learned to shoot rifles, 
  chuck grenades, and bayonet things – and to salute, march, 
  and schlep a heavy pack. To raise combat skills, also take 
  Close-Quarters Battle (pp. 12-13), Heavy Weapons (p. 16), 
  Sniper School (p. 22), or the like.
  Advantages: Fit* [5].
  Skills*: Camouflage (IQ/E) [1]; Guns (Rifle) (DX/E) [2]; Hik-
  ing (HT/A) [2]; NBC Suit (DX/A) [2]; Savoir-Faire (Military) 
  (IQ/E) [1]; Soldier (IQ/A) [4]; Spear (DX/A) [2]; Throwing 
  (DX/A) [2]. • Either Brawling (DX/E) [2] or Karate (DX/H) 
  [2]. • Either Judo (DX/H) [2] or Wrestling (DX/A) [2].
  * When doubling up, Fit [5] becomes a general HT +1 [10], 
  and the solider may opt not to double up on one skill, instead 
  spending the points on Gunner (any) or Guns (any), both 
  (DX/E); Artillery (any) or Forward Observer, both (IQ/A); or 
  Engineer (Combat) (IQ/H).
  Intelligence
  25 points
  You’ve been taught to identify valuable information, grab 
  what you can (especially maps and reports), and memorize or 
  photograph what you can’t. You also know how to analyze this 
  stuff – preferably after you’re out of harm’s way.
  Advantages: Eidetic Memory* [5].
  Skills: Cartography (IQ/A) [2]; Intelligence Analysis (IQ/H) [8]; 
  Photography (IQ/A) [2]; Search (Per/A) [2]; Speed-Reading 
  (IQ/A) [2]. • Another 4 points distributed among any of 
  those skills, Accounting (IQ/H), or Expert Skill (Military 
  Science) (IQ/H).
  * When doubling up, this becomes Photographic Memory 
  [10].
  Interrogation
  25 points
  You’re a hardcore interrogator. You don’t just interview 
  people – that’s Detective Work (p. 14) or Journalism (below). 
  You break them, and might even employ torture. If you don’t 
  merely learn but also attempt to alter what your subject 
  believes, get Psy-Ops (p. 20) as well.
  Perks: Penetrating Voice* [1].
  Skills: Detect Lies (Per/H) [8]; Interrogation (IQ/A) [8]; Intim-
  idation (Will/A) [4]; Psychology (IQ/H) [4].
  * When you have someone strapped to a chair and are yell-
  ing at him, the +1 to Intimidation definitely does apply!
  Journalism
  25 points
  Hard-nosed reporters and stringers seeking their big break 
  are often drawn into Action stories. Anything interesting or 
  unusual attracts you. You’re used to using investigative skills 
  at bonuses in safe circumstances (pp. B345-346); double up to 
  count on them in dangerous ones.
  Skills: Current Affairs (any) (IQ/E) [2]; Current Affairs (any 
  other) (IQ/E) [1]; Intelligence Analysis (IQ/H) [2]; Inter-
  rogation (IQ/A) [2]; Observation (Per/A) [2]; Photography 
  (IQ/A) [2]; Propaganda (IQ/A) [2]; Public Speaking (IQ/A) 
  [4]; Research (IQ/A) [4]; Writing (IQ/A) [4].
  Law Enforcement
  25 points
  You know how to pound a beat and respect procedure. 
  Combat training spans the “spectrum of force” from unarmed, 
  through pepper spray, Taser, and baton or tonfa, to hand-
  gun and finally shotgun. To be good at anything but driving 
  around, making people respect your authority, add a skill set 
  like Area Security (p. 11), Detective Work (p. 14), Forensics 
  (p. 16), or Personal Security (p. 19).
  You’ll be impersonating 
  General Anatoly Fedorov.
  – Recording, 
  in Mission: 
  Impossible –  
  Ghost Protocol
  
   
  A veRy PARtiCulAR set oF skills 
  18
  Skills: Criminology (IQ/A) [2]; Guns (Pistol) (DX/E) [1]; Guns 
  (Shotgun or Submachine Gun) (DX/E) [2]; Law (Police) 
  (IQ/H) [4]; Liquid Projector (Sprayer) (DX/E) [2]; Savoir-
  Faire (Police) (IQ/E) [1]. • Either Driving (Automobile or 
  Motorcycle) or Riding (Horse), both (DX/A) [2]. • Either 
  Brawling (DX/E) [2] or Karate (DX/H) [2]. • Either Judo 
  (DX/H) [2] or Wrestling (DX/A) [2]. • Either Shortsword or 
  Tonfa, both (DX/A) [2].
  Techniques: Arm Lock at Judo+2 or Wrestling+2 [2]; Retain 
  Weapon (Pistol) at DX+2 [3].
  Linguist
  25 points
  You’re a trained interpreter or just a “citizen of the world.” 
  You’re multilingual in the extreme and have a trained ear.
  Advantages: Acute Hearing 1 [2]; Language Talent* [10]; Lan-
  guage (any at Native) [4]; Language (any other at Native) 
  [4]; Language (yet another at Native) [4].
  Skills: One of Gesture (IQ/E) [1], Lip Reading (Per/A) [1], 
  Public Speaking (IQ/A) [1], or Writing (IQ/A) [1] – or Lin-
  guistics (IQ/H) [1] in a realistic campaign, though Action 
  doesn’t use that skill.
  * When doubling up, choose Cultural Adaptability [10] or 
  Voice [10] the second time.
  Local Expert
  25 points
  Traveling heroes in globetrotting campaigns need locals to 
  navigate, translate, and make introductions. This skill set cov-
  ers NPC guides and “exotic foreigner” PCs alike.
  Advantages*: Contact Group (Any local group of importance; 
  Skill-12; 12 or less; Somewhat Reliable)† [10]; Cultural 
  Familiarity (any) [1]; Language (any at Native) [6].
  Skills*: Area Knowledge (any) (IQ/E) [2]; Current Affairs 
  (Regional ) (IQ/E) [2]. • One of Savoir-Faire (High Society, 
  Mafia, or Servant) (IQ/E) [4], or Streetwise (IQ/A) [4].
  * Choose traits consistently! A Moscow-based underworld 
  liaison might have Contact Group (Solntsevskaya Bratva), Cul-
  tural Familiarity (Eastern Europe), Language (Russian), Area 
  Knowledge (Moscow), Current Affairs (Moscow), and Savoir-
  Faire (Mafia), while a state-provided attaché in China gets 
  Contact Group (Ministry of State Security), Cultural Familiar-
  ity (East Asia), Language (Mandarin), Area Knowledge (Bei-
  jing), Current Affairs (Beijing), and Savoir-Faire (Servant). 
  Mixing these lists would make no sense.
  † When doubling up, improve skill to 15 or reliability to 
  “Usually Reliable.”
  Mastermind
  25 points
  You excel at Planning (Exploits, p. 17) – prepping for 
  stings, tactical strikes, heists, raids, and so on. You work 
  best with maps, equipment lists, and mockups. To be really  
  good with people, take Command (p. 13) as well.
  Skills: Area Knowledge (any) (IQ/A) [1]; Cartography (IQ/A) 
  [4]; Research (IQ/A) [4]. • Three of Architecture, Leadership, 
  Streetwise, Teaching, or Writing, all (IQ/A) [4]; or Strategy 
  or Tactics, both (IQ/H) [4]. • Either Criminology (IQ/A) [4] 
  or Intelligence Analysis (IQ/H) [4].
  Medicine
  You’re a trained medical practitioner. The 25-point level 
  (Medic) is for a military corpsman, police- or fire-depart-
  ment paramedic, or similar first-responder; the 50-point level 
  (Doctor), for a qualified physician. In either case, you may 
  use your Slush Fund to buy Higher Purpose (“Medic!”) [5]; 
  see Heroes, p. 18.
  Medic
  25 points
  Advantages: Healer 1 [10].
  Perks: Equipment Bond (crash kit or first aid kit) [1].
  Skills: Diagnosis (IQ/H) [1]; Fast-Draw (Medical Gear) (DX/E) 
  [1]; First Aid (IQ/E) [4]; Surgery (IQ/VH) [8].
  Doctor
  50 points
  Advantages: Healer 3 [30].
  Perks: Equipment Bond (crash kit, first aid kit, or surgical 
  kit) [1].
  Skills: Diagnosis (IQ/H) [4]; Fast-Draw (Medical Gear) (DX/E) 
  [1]; Pharmacy (Synthetic) (IQ/H) [2]; Physician (IQ/H) [4]; 
  Surgery (IQ/VH) [8].
  Mountain Training
  25 points
  You’re accustomed to moving through and surviving in 
  mountainous terrain, where the ground is at best uneven 
  and at worst vertical. You may belong to a special military 
  unit or be a simple mountain man. Climber (p. 12) is a com-
  mon complement.
  Advantages: Outdoorsman 1 [10].
  Perks: Sure-Footed (Uneven) [1].
  Skills: Camouflage (IQ/E) [1]; Climbing (DX/A) [4]; Hiking 
  (HT/A) [2]; Knot-Tying (DX/E) [1]; Navigation (Land) 
  (IQ/A) [2]; Survival (Mountain) (Per/A) [4].
  Negotiator
  You know what people want and try to broker deals 
  between all parties in a dispute. With Law Enforcement 
  (pp. 17-18), this makes you a cop who handles tense stand-
  offs, but that isn’t the only option – plenty of super-spies are 
  diplomats, at least in name.
  GSW. That’s what the hospitals 
  call it: gunshot wound. Doctor has 
  to report it to the police.
  – Porter, in Payback
  
   
  A veRy PARtiCulAR set oF skills 
  19
  Negotiator 1
  25 points
  Advantages: Sensitive [5].
  Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A) [4]; Psychology 
  (IQ/H) [8].
  Negotiator 2
  50 points
  Advantages: Empathy [15]; Voice [10].
  Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A) 
  [8]; Psychology (IQ/H) [8]; Public Speaking 
  (IQ/A) [1].
  Nuclear Disposal
  25 points
  You know the correct techniques for detect-
  ing, handling, and disposing of radioactive 
  dangers like stolen plutonium, dirty bombs, 
  and nuclear weapons. This just about always 
  suggests a military background! (It’s also  
  very specialized.)
  Advantages: Fearlessness 1 [2].
  Perks: Precautions 1 [1].
  Skills: Electronics Operation (Security) (IQ/A) 
  [4]; Expert Skill (Military Science) (IQ/H) 
  [2]; Explosives (Nuclear Ordnance Disposal) 
  (IQ/A) [8]; Hazardous Materials (Radioac-
  tive) (IQ/A) [4]; NBC Suit (DX/A) [4].
  Obsolete Weapons
  25 points
  Action stories have a special place for slick 
  heroes who wield katanas or sword canes 
  despite the existence of guns; for thugs who like 
  clubs, lengths of chain, and axes; for all manner of knife- 
  fighters; and of course for ninjas (who often double up!).
  Advantages: Enhanced Parry 1 (One melee weapon) [5].
  Perks and Techniques*: A total of 8 points in any combina-
  tion of weapon perks and techniques from Furious Fists, 
  pp. 15-19 for which you have the prerequisites.
  Skills*: A total of 12 points in any of Fast-Draw (any low-tech 
  weapon) or Knife, both (DX/E); Axe/Mace, Broadsword, 
  Cloak, Jitte/Sai, Main-Gauche, Parry Missile Weapons, 
  Rapier, Saber, Shortsword, Smallsword, Spear, Staff, 
  Tonfa, Two-Handed Axe/Mace, Two-Handed Sword, or 
  Whip, all (DX/A); Flail, Kusari, or Two-Handed Flail, all 
  (DX/H); or Armoury (Melee Weapons) (IQ/A).
  * Optionally, put some of these points toward Crossbow 
  (DX/E), Thrown Weapon (any) (DX/E), or Blowpipe (DX/H).
  Parkour
  25 points
  You’re adept at tactical movement on foot. Such athletics 
  are used in urban settings by students of the street and for-
  ward-looking law-enforcement and military schools. Com-
  bine it with Climber (p. 12) and there will be few places you 
  can’t reach!
  Secondary Characteristics: Basic Move +1 [5].
  Perks: Compact Frame [1].
  Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [2]; Escape 
  (DX/H) [2]; Jumping (DX/E) [1]; Running (HT/A) [4]; 
  Urban Survival (Per/A) [2].
  Techniques: Evade at Acrobatics+2 [2]. • One of Acrobatic 
  Stand at Acrobatics-4 [2], Balancing at Acrobatics+2 [2], 
  Dive n’ Roll at Acrobatics-2 [2], Running Climb at Acrobat-
  ics+1 [2], Skidding at DX [2], Sliding at Acrobatics+2 [2], 
  or Spinning at Acrobatics [2].
  Personal Security
  25 points
  You’re a bodyguard, good at spotting threats and cover-
  ing your man. If necessary, you’re ready to stop a bullet. A 
  protection agent assigned to a politician should take Law 
  Enforcement (pp. 17-18), too – but you could be a hireling or 
  a mob soldier instead.
  Secondary Characteristics: Per +1 [5].
  Advantages: Fearlessness 1 [2]; Hard to Kill 1 [2].
  Skills: Body Language (Per/A) [2]; Fast-Draw (Pistol) (DX/E) 
  [1]; Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Obser-
  vation (Per/A) [2]; Savoir-Faire (Servant) (IQ/E) [2]; Tac-
  tics (IQ/H) [4]. • Either Judo (DX/H) [2] or Wrestling  
  (DX/A) [2].
  Physical Training
  25 points
  This represents spending lots of time at the climbing wall, 
  gym, pool, ski slope, track, weight room, etc. Any action 
  hero can improve most of these traits (From Good to Great, 
  pp. 31-32) – selecting it here makes it part of your backstory, 
  so play it up!
  skill sets As suGGestions
  Some gamers may disagree with the character-point distributions 
  in skill sets, and perhaps with the inclusion of certain traits at all. 
  The GM who feels this way is free to change things up. The obvious 
  approach is to redistribute the points, emphasizing whatever seems 
  important and removing anything bothersome.
  A simpler, if more radical, option is to use the system largely as 
  written but to treat a skill set as 25 or 50 points earmarked for player 
  allocation among the included traits. While players must still pick skill 
  sets, they can invest as little as one point in each skill and distribute 
  the remainder across the package’s other traits however they like. The 
  GM might even permit them to make the minimum skill investment 
  and transfer the remaining points to the Slush Fund.
  The logical extreme is freeform character design – and Specialists 
  is useful even then, serving as both inspiration and a checklist of abil-
  ities that make sense in Action. The GM might declare that the skills 
  found on certain skill sets will matter a great deal in the campaign and 
  be expected of anybody who does an associated job. This gives those 
  who want to succeed and have spotlight time an incentive to select 
  those skills, but the choice ultimately remains theirs.
  
   
  A veRy PARtiCulAR set oF skills 
  20
  Attributes: Either ST +2 [20] or both ST +1 [10] and HT +1 [10].
  Secondary Characteristics: FP +1 [3].
  Skills: A total of 2 points in any of Bicycling or Jumping, both 
  (DX/E); Boxing, Climbing, or Wrestling, all (DX/A); Acro-
  batics, Judo, or Karate, all (DX/H); Swimming (HT/E); Lift-
  ing or Running, both (HT/A); or Skiing (HT/H).
  Pistolero
  25 points
  You’re well-trained with handguns, and can carry, main-
  tain, shoot, and reload pistols with maximum efficiency.
  Perks: Off-Hand Weapon Training (Pistol)* [1]. • Either 
  Cheaper Gear (Guns) [1] or Weapon Bond (any one hand-
  gun) [1].
  Skills: Armoury (Small Arms) (IQ/A) [2]; Fast-Draw (Ammo) 
  (DX/E) [2]; Fast-Draw (Pistol) (DX/E) [2]; Guns (Pistol) 
  (DX/E) [8]; Holdout (IQ/A) [4].
  Techniques: Dual-Weapon Attack (Pistol) at Guns (Pistol)-3* 
  [2]; Retain Weapon (Pistol) at DX+2 [3].
  * When doubling up, these two traits become Off-Hand 
  Weapon Training (Pistol) [1] and Dual-Weapon Attack at 
  Guns (Pistol) [5].
  Psy-Ops
  25 points
  You deal in brainwashing, propaganda, and related mind 
  games. You know how to apply and resist those arts – but the 
  most heroic application is deprogramming (Exploits, p. 17). 
  Whatever you do most, consider taking Interrogation (p. 17) 
  as well.
  Secondary Characteristics: Will +1 [5].
  Skills: Brainwashing (IQ/H) [8]; Propaganda (IQ/A) [4]; Psy-
  chology (IQ/H) [8].
  Recon
  25 points
  You’re a military-style scout who infiltrates quietly, 
  observes from concealment, and then departs swiftly. This 
  usually accompanies Desert Training (p. 14), Forest or 
  Jungle Training (p. 16), Mountain Training (p. 18), Sniper 
  School (p. 22), or Survival (p. 22). A Rambo would want 
  Booby Traps (pp. 11-12) and/or Bushwhacker (p. 12), too.
  Secondary Characteristics: Per +1 [5]; Basic Move +1 [5].
  Advantages: Night Vision 2 [2].
  Skills: Camouflage (IQ/E) [2]; Gesture (IQ/E) [1]; Navigation 
  (Land) (IQ/A) [2]; Observation (Per/A) [4]; Stealth (DX/A) 
  [2]. • Either Forward Observer (IQ/A) [2] or Tracking 
  (Per/A) [2].
  Records Falsification
  25 points
  You can fake documents of most kinds: identity cards, led-
  gers, photographs . . . even banknotes, in a pinch. To falsify 
  digital records, tack on Computer Intrusion (p. 13).
  Skills: Accounting (IQ/H) [4]; Administration (IQ/A) 
  [4]; Computer Operation (IQ/E) [1]; Electronics 
  Operation (Media) (IQ/A) [4]; Forgery* (IQ/H) [12].
  * Counterfeiting (IQ/H) defaults to Forgery-2, 
  which usually suffices because it rarely arises in 
  Action. If it’s essential to a character concept, take 
  it instead of Forgery and use Forgery at its Counter-
  feiting-2 default.
  Repairman
  25 points
  You’re skilled at general automotive, mechanical, 
  and electrical repair, and familiar with tools and 
  shops. This doesn’t include electronics – Electronics 
  (p. 15) and specific technical skill sets cover that. 
  Likewise, you’ll need Armory (p. 11) to fix weapons.
  Advantages: Artificer 1 [10].
  Perks: Equipment Bond (any one tool kit) [1].
  Skills: Electrician (IQ/A) [2]; Machinist (IQ/A) [2]; 
  Mechanic (Automobile) (IQ/A) [4]; Mechanic 
  (Free-Flooding Sub, Glider, Heavy Wheeled, 
  Helicopter, High-Performance Airplane, Light 
  Airplane, Motorboat, Motorcycle, Ship, or Ultra-
  light) (IQ/A) [2]; Mechanic (any other) (IQ/A) [2]; 
  Scrounging (Per/E) [2].
  Researcher
  25 points
  You can wade through your own weight in records – digital 
  or paper – in, err, record time, and run database searches like 
  nobody else.
  Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Com-
  puter Operation (IQ/E) [1]; Current Affairs (any) (IQ/E) [2]; 
  Electronics Operation (Media) (IQ/A) [4]; Research (IQ/A) 
  [8]; Speed-Reading (IQ/A) [4].
  
   
  A veRy PARtiCulAR set oF skills 
  21
  Resistance
  25 points
  You’re either a graduate of a course on deceiving interro-
  gators and resisting torture, or you’ve been a victim so often 
  that you’ve learned to anticipate the tricks. Regardless, you’re 
  hardened against Interrogation (p. 17) and Psy-Ops (p. 20).
  Secondary Characteristics: Will +1 [5].
  Advantages: Hard to Subdue 1 [2]; High Pain Threshold* [10].
  Skills: Acting (IQ/A) [4]; Fast-Talk (IQ/A) [4].
  * When doubling up, the second instance adds HT +1 [10].
  Sabotage
  25 points
  You’re adept at getting into and damaging machinery in 
  subtle ways that endanger users: ground faults, severed ele-
  vator cables, gas leaks, and so on. Many saboteurs add Booby 
  Traps (pp. 11-12) or Demolitions (p. 14) – or Repairman 
  (p. 20), which overlaps.
  Perks: Equipment Bond (any one tool kit) [1].
  Skills: Electrician (IQ/A) [4]; Forced Entry (DX/E) [2]; Lock-
  picking (IQ/A) [4]; Machinist (IQ/A) [4]; Mechanic (any*) 
  (IQ/A) [4]; Scrounging (Per/E) [2]; Traps (IQ/A) [4].
  * Besides vehicular specialties, there may be ones like 
  “Nuclear Power Plant” that go beyond what Electrician and 
  Machinist cover. Ask the GM!
  Safecracking
  25 points
  You’re an artist with high-security vaults. If you’re excep-
  tionally good, also take Demolitions (p. 14) if you favor 
  thermite and explosives, or Illicit Entry (p. 17) if you prefer 
  burglar’s tools – the overlap will boost skills that often suffer 
  large penalties.
  Skills: Connoisseur (Safes & Vaults)* (IQ/A) [1]; Electronics 
  Operation (Security) (IQ/A) [4]; Explosives (Demolition) 
  (IQ/A) [4]; Forced Entry (DX/E) [4]; Lockpicking (IQ/A) [8]; 
  Machinist (IQ/A) [4].
  * Allows a complementary skill roll when attacking a safe 
  or a vault with any other skill in this set.
  Sailor
  You have experience as a crewman aboard a merchant or 
  blue-water navy vessel. Each is its own skill set. Either way, 
  you’re comfortable days away from land, on (or under) the 
  open ocean.
  Civilian Crewman
  25 points
  Perks: Old Salt [1].
  Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E) 
  [2]; Mechanic (Ship) (IQ/A) [4]; Navigation (Sea) (IQ/A) [4]; 
  Scrounging (Per/E) [2]; Seamanship (IQ/E) [4]; Swimming 
  (HT/E) [2]. • A total of 4 points in Freight Handling and 
  Smuggling, both (IQ/A).
  Military Crewman
  25 points
  Perks: Naval Training [1]; Old Salt [1].
  Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E) 
  [2]; Mechanic (Ship) (IQ/A) [2]; Navigation (Sea) (IQ/A) 
  [4]; Savoir-Faire (Military) (IQ/E) [1]; Swimming (HT/E) 
  [2]. • Either Seamanship or Submariner, both (IQ/E) [4]. 
  • Three of Artillery (Cannon, Guided Missile, or Torpedoes) 
  or Forward Observer, both (IQ/A) [2], or Gunner (Machine 
  Gun) or Guns (Pistol, Rifle, or Submachine Gun), both 
  (DX/E) [2].
  Scientist
  25 points
  You’re skilled at the few nonmedical sciences relevant to 
  action heroes – that is, you know about dangerous chemicals, 
  plants, and animals, and can run lab tests for clues. This skill 
  set almost always accompanies Academics (p. 10).
  Skills: Chemistry (IQ/H) [8]; Current Affairs (Science & 
  Technology)* (IQ/E) [1]; Forensics (IQ/H) [8]; Naturalist† 
  (IQ/H) [8].
  * Action has uses for Chemistry, Forensics, and Naturalist, 
  but not Biology, Geology, Physics, or other sciences. Those are 
  one-off plot devices in this genre, reserved for NPC specialists. 
  If a PC must advance a science plot, Current Affairs (Science 
  & Technology) is the go-to skill (Exploits, p. 10).
  † See Bushwhacker (p. 12) for an important note.
  Security Systems
  25 points
  You’re a pro at running bypasses on electronic alarms, cut-
  ting power to sensors, and disabling deadly booby traps. This 
  also makes you good at setting up and operating such things, 
  though that isn’t your focus. This skill set pairs well with Illicit 
  Entry (p. 17).
  Advantages: Circuit Sense 2 [10].
  Perks: Either Cheaper Gear (Electronics) [1] or Equipment 
  Bond (any one tool kit or electronic burglary gadget) [1].
  Skills: Computer Operation (IQ/E) [1]; Electrician (IQ/A) [1]; 
  Electronics Operation (Security) (IQ/A) [4]; Electronics 
  Repair (Security) (IQ/A) [4]; Traps (IQ/A) [4].
  Silent Killing
  25 points
  You’re adept at using bare hands, knives, and garrotes for 
  surprise attacks and sentry removal (though not necessarily 
  for fighting).
  Advantages: Striking ST 1 (Assassination, -60%) [2].
  Perks: Dirty Fighting 1 [1]; Special Exercises (Striking ST 1)* 
  [1].
  Skills: Fast-Draw (Knife) (DX/E) [1]; Holdout (IQ/A) [4]; Gar-
  rote (DX/E) [4]; Knife (DX/E) [4]; Stealth (DX/A) [4].
  Techniques: Neck Snap at ST-1 [4].
  * When doubling up, treat this as leveled: Special Exercises 
  (Striking ST 2) [2].
  
   
  A veRy PARtiCulAR set oF skills 
  22
  Sniper School
  25 points
  Whether you’re called “sharpshooter,” “assassin,” or even 
  “big game hunter” by those around you, you know how to 
  use high-powered rifles from concealment to deliver death 
  from afar.
  Advantages: Acute Vision 1 [2]; Night Vision 1 [1].
  Skills: Armoury (Small Arms) (IQ/A) [2]; Camouflage (IQ/E) 
  [2]; Guns (Rifle)* (DX/E) [12]; Observation (Per/A) [2]; 
  Stealth (DX/A) [4].
  * If you insist, put some or all of these points into Crossbow 
  (DX/E) instead. That will necessitate getting closer!
  Social Engineering
  25 points
  You know how to “work” other people to learn secrets, 
  enter private functions, and get close enough for skullduggery. 
  This is sufficiently risky that devotees usually double up and 
  later optimize (Trading Up, pp. 30-31) by skimming skill points 
  to acquire Smooth Operator [15/level]. The classic social engi-
  neer is also a Bon Vivant (p. 11).
  Advantages: Charisma 1 [5].
  Perks: Honest Face [1].
  Skills: Acting (IQ/A) [4]; Diplomacy* (IQ/H) [4]; Fast-Talk* 
  (IQ/A) [2]; Intimidation* (Will/A) [2]; Public Speaking 
  (IQ/A) [2]; Savoir-Faire (High Society or Servant)* (IQ/E) 
  [1]; Sex Appeal* (HT/A) [2]; Streetwise* (IQ/A) [2].
  * Charisma doesn’t add to these skills in general (only to 
  Public Speaking) but does apply when making Influence rolls.
  Spin Doctor
  25 points
  You have a gift for convincing people – usually mobs but 
  sometimes those watching at home – to see things your way. 
  A squad with a silver-tongued mouthpiece can keep a major 
  screw-up from turning into a riot right now. See also Cover-
  Ups (Exploits, p. 26).
  Advantages: Voice* [10].
  Perks: Honest Face [1].
  Skills: Diplomacy (IQ/H) [4]; Fast-Talk (IQ/A) [2]; Propaganda 
  (IQ/A) [4]; Public Speaking (IQ/A) [2]; Writing (IQ/A) [2].
  * When doubling up, the second instance gives Charisma 
  2 [10].
  Surveillance
  25 points
  You’re talented at staking out or shadowing targets up  
  close – often on foot, usually in the city. You prefer the 
  old-fashioned way, involving no gear more high-tech than a 
  camera. As far as your mark knows, you’re just someone hav-
  ing coffee at the next table.
  Secondary Characteristics: Per +1 [5].
  Skills: Body Language (Per/A) [2]; Lip Reading (Per/A) [2]; 
  Observation (Per/A) [4]; Photography (IQ/A) [4]; Shadow-
  ing (IQ/A) [8].
  Survival
  25 points
  You have general survival training for being unequipped 
  behind enemy lines in any terrain. A specialized skill set like 
  Desert Training (p. 14), Forest or Jungle Training (p. 16), or 
  Mountain Training (p. 18) is a common addition. For military 
  types, Escape and Evasion (p. 15) and Resistance (p. 21) tra-
  ditionally go with it.
  Attributes: HT +1 [10].
  Skills: First Aid (IQ/E) [2]; Hiking (HT/A) [2]; Naviga-
  tion (Land) (IQ/A) [2]; Naturalist* (IQ/H) [4]; Scroung-
  ing (Per/E) [2]; Swimming (HT/E) [1]; Urban Survival  
  (Per/A) [2].
  * See Bushwhacker (p. 12) for an important note.
  Tactical Driving
  25 points
  You can handle a ground vehicle under hostile conditions. 
  This covers driving, route-plotting, and tailing – especially in 
  built-up areas – and also being able to cope with stop-searches, 
  flat tires, and so on.
  Perks: Either Cheaper Gear (Ground Vehicles) [1] or Equip-
  ment Bond (one particular vehicle) [1].
  Skills: Driving (Automobile, Heavy Wheeled, or Motorcycle) 
  (DX/A) [8]; Mechanic (for Driving specialty) (IQ/A) [2]; 
  Navigation (Land) (IQ/A) [4]; Shadowing (IQ/A) [4]; Urban 
  Survival (Per/A) [2]. • A total of 4 points in Freight Han-
  dling and Smuggling, both (IQ/A).
  Theft
  25 points
  You’re slick at shoplifting, palming valuables, and picking 
  pockets. You needn’t be a petty criminal – spies need this skill 
  set to grab secret files and acquire untraceable gear in the field, 
  while underfunded guerrillas often have no choice but to steal.
  Advantages: High Manual Dexterity 1 [5].
  Skills: Filch (DX/A) [4]; Holdout (IQ/A) [4]; Pickpocket (DX/H) 
  [4]; Search (Per/A) [2]; Sleight of Hand (DX/H) [4]; Stealth 
  (DX/A) [2].
  Toxicology
  25 points
  You aren’t a forensic scientist but an expert with noxious 
  substances. You might be a killer, but this skill set is just as 
  useful for sedating violent bad guys and for using truth serums 
  alongside Interrogation (p. 17).
  You drive like you’ve done this 
  before. What are you, a wheelman?
  – Dom, in The Fast  
  and the Furious
  
   
  A veRy PARtiCulAR set oF skills 
  23
  Skills: Holdout (IQ/A) [4]; Pharmacy (Synthetic) (IQ/H) [8]; 
  Physician (Drugs)* (IQ/A) [4]; Poisons (IQ/H) [8]. • Either 
  Fast-Draw (Syringe) or Liquid Projector (Squirt Gun), both 
  (DX/E) [1].
  * This optional specialty works as Physician when the sole 
  objective is to administer drugs. Combine its points with full-
  fledged Physician if you have Doctor (p. 18).
  Tradecraft
  25 points
  You have basic skills taught to spies everywhere: not stand-
  ing out, safely entering and exiting neutral areas, spotting and 
  avoiding threats, and making and col-
  lecting “dead drops.” Just about every 
  skill on the BAT is part of this picture 
  as well.
  Advantages: Craftiness 1 [5].
  Skills: Acting (IQ/A) [2]; Filch (DX/A) 
  [2]; Holdout (IQ/A) [2]; Observation 
  (Per/A) [4]; Shadowing (IQ/A) [2]; 
  Smuggling (IQ/A) [4]; Urban Sur-
  vival (Per/A) [4].
  Unarmed Combat
  All Action characters can fight 
  unarmed, but you’re tough. Below, Self- 
  Defense is for those who can’t avoid 
  barehanded mayhem on the job, while 
  Martial Arts is for those for whom it’s 
  a lifestyle. See Furious Fists for details 
  regarding perks and techniques.
  Self-Defense
  25 points
  Advantages: Either Enhanced Parry 1 
  (Bare Hands) [5] or Fit [5].
  Skills: Either Brawling (DX/E) [8] or 
  Karate (DX/H) [8]. • Either Judo 
  (DX/H) [8] or Wrestling (DX/A) [8].
  Techniques: A total of 4 points in any 
  of Arm Lock [1 to 4], Choke Hold 
  [2 or 3], Disarming [2 to 4], Elbow 
  Strike [1 or 2], Feint [2 to 4], Ground 
  Fighting [2 to 4], Kicking [2 or 3], 
  Knee Strike [1], Leg Lock [1 to 4], 
  Stamp Kick [2 to 4], Uppercut [1], or 
  Wrench (Limb) [2 to 4].
  Martial Arts
  50 points
  Advantages: Enhanced Parry 1 (Bare 
  Hands) [5]; Fit [5].
  Perks and Techniques: A total of 12 points in any combina-
  tion of perks and techniques from Furious Fists, pp. 15-19 
  for which you have the prerequisites.
  Skills: Acrobatics (DX/H) [4]. • One of Boxing (DX/A) [12], 
  Brawling (DX/E) [12], or Karate (DX/H) [12]. • One of Judo 
  (DX/H) [12], Sumo Wrestling (DX/A) [12], or Wrestling 
  (DX/A) [12].
  Undercover
  25 points
  You are or were a plainclothes cop in the Action mode. Add 
  Detective Work (p. 14) and/or Law Enforcement (pp. 17-18) if 
  you’re as good at honest police work as you are at deceiving 
  gangsters, and Impersonation (p. 17) if you’re posing as some-
  one else.
  Skills: Acting (IQ/A) [4]; Criminology (IQ/A) [2]; Fast-Draw 
  (Pistol) (DX/E) [1]; Fast-Talk (IQ/A) [4]; Guns (Pistol) 
  (DX/E) [1]; Holdout (IQ/A) [4]; Law (Police) (IQ/H) [2]; 
  Savoir-Faire (Mafia) (IQ/E) [2]; Savoir-Faire (Police) (IQ/E) 
  [1]; Streetwise (IQ/A) [4].
  Underwater Operations
  25 points
  You’re adept with scuba gear, swimmer delivery vehicles, 
  underwater demolition, and (most cinematically) spear-
  guns. It’s rare to have this skill set without Amphibious 
  Operations (p. 11).
  new PeRks
  These perks aren’t completely new – gamers who have GURPS Power-Ups 
  2: Perks will recognize them as simplified from that catalog – but they’re new 
  to Action, where they’re available to heroes with suitable skill sets.
  Cheaper Gear: You have a surefire source (name it!) of one broad category 
  of equipment – guns, electronics, or whatever – and get 10% off the price 
  when you buy it with the team budget or personal cash.
  Equipment Bond: Works like Weapon Bond (Heroes, p. 18), but applies to 
  a specific gadget or tool kit instead, giving +1 to skill when using your pet gear.
  Huge Weapons: Each level (maximum two) gives you +1 ST for the sole 
  purpose of meeting ST requirements for weapons. No effect on damage!
  Naval Training: Most people have -2 to attack and -1 to defend (bad footing) 
  on a rocking watercraft. You don’t.
  Old Salt: You have +1 on all DX, HT, Boating, and Seamanship rolls to 
  resist personal (not vehicular) disasters afloat: falling overboard, seasickness, 
  etc. This includes rolls to grab life preservers or man lifeboats.
  Precautions: When neutralizing a threat that could cause mass destruc-
  tion – like plague, nerve gas, or a nuke – critical failure removes one level of 
  this perk and counts as ordinary failure instead. This provides the benefit of 
  two points of Buying Success (p. B347) at half price.
  Robust Hearing: You may ignore -1 in Hearing penalties due to noise, and 
  get +1 to HT rolls to resist deafening and stun grenades.
  Robust Vision: You may ignore -1 in Vision penalties due to bright light, 
  and get +1 to HT rolls to resist dazzling and stun grenades.
  Sartorial Integrity: Your clothes never get torn or dirty – even after combat!
  Special Exercises: You lack Trained by a Master or Weapon Master but 
  have access to one specific advantage that calls for it (e.g., Arm ST, Damage 
  Resistance, Extra Attack, Lifting ST, or Striking ST). If you buy Trained by a 
  Master or Weapon Master later on, put a point toward it and remove this perk.
  Sure-Footed: Most people have -2 to attack and -1 to defend (bad footing) 
  on loose or wet terrain. In one particular terrain type, you don’t. In Action, 
  anybody with Perfect Balance gets these benefits at all times and doesn’t need 
  this perk.
  Upside-Down: Most people suffer -2 or worse to use weapons when hang-
  ing upside down. With one particular weapon type (e.g., knives), you don’t.
  
   
  A veRy PARtiCulAR set oF skills 
  24
  Secondary Characteristics: Water Move +1 [5].
  Advantages: Breath-Holding 1 [2].
  Skills: Aquabatics* (DX/H) [2]; Crossbow (Speargun) (DX/E) 
  [1]; Explosives (Underwater Demolition) (IQ/A) [4]; Knife 
  (DX/E) [1]; Scuba (IQ/A) [4]; Submarine (Free-Flooding 
  Sub) (DX/A) [2]; Swimming (HT/E) [4].
  * Replaces Acrobatics underwater, where it’s used for elud-
  ing sensors (Exploits, p. 22), in chases (Reverse and Stunt 
  maneuvers, and boarding hostile subs), and in flashy fighting 
  between divers (Exploits, p. 37).
  Urban Assault
  25 points
  You have training at breaching buildings and fighting in 
  built-up areas. Your methods include rappelling down from 
  the roof; using explosives, rams, and shotguns on doors; and 
  exploiting cover. True urban commandos add Close-Quarters 
  Battle (pp. 12-13).
  Advantages: Enhanced Dodge 1 (Dive for Cover) [5].
  Skills: Climbing (DX/A) [2]; Explosives (Demolition) (IQ/A) 
  [2]; Forced Entry (DX/E) [2]; Guns (Rifle or Submachine 
  Gun) (DX/E) [2]; Guns (Shotgun) (DX/E) [2]; Tactics 
  (IQ/H) [4]; Urban Survival (Per/A) [4].
  Techniques: Rappelling at Climbing+1 [2].
  Winter Operations
  25 points
  You’re comfortable in cold environments ranging from 
  winter snow to Arctic ice. This is common among Alaskan, 
  Canadian, Nordic, and Russian action heroes. To be a winter 
  warrior, add Infantry Training (p. 17).
  Attributes: HT +1 [10].
  Perks: Sure-Footed (Ice/Snow)* [1].
  Skills: Navigation (Land) (IQ/A) [2]; Survival (Arctic) (Per/A) 
  [8]; Tracking (Per/A) [2]. • One of Animal Handling (Dogs) 
  (IQ/A) [2], Driving (Halftrack)† (DX/A) [2], Hiking (HT/A) 
  [2], or Skiing (HT/H) [2], for dogsleds, snowmobiles, snow-
  shoes, or skis, as suits your stereotype.
  * One specialty in Action, because this doesn’t come  
  up often.
  † Another rare specialty, covering snowcats and snowmo-
  biles of all configurations.
  PoweR-uPs
  A power-up is a bundle of traits that add cinematic oomph. 
  It’s like a skill set with a focus on larger-than-life abilities. 
  Where a skill set might give Judo and Karate, a power-up 
  would bestow Trained by a Master; where a skill set might 
  include technical skills, a power-up would grant Quick Gadge-
  teer. Power-ups that provide cinematic advantages also open 
  the door to spending your Slush Fund on further capabilities 
  which have those advantages as prerequisites.
  Because power-ups tend to enhance skills, many require 
  specific skill sets, which are noted as prerequisites. Power-
  ups that include impressive cinematic abilities often cost 
  more than 25 points. Be sure to look for these details when 
  building your character – you wouldn’t want to waste points 
  on an advantage that depends on skills you lack, and you 
  don’t want to go over budget.
  When using Specialists in a non-Action campaign, the GM 
  may rule that some or all power-ups are off-limits. This system 
  can yield plausible – if high-powered – cops and soldiers, but 
  they’re unlikely to have advantages such as Gunslinger!
  Finally, be aware that these packages force an invest-
  ment of 25+ points in traits for a reason, which is to create 
  action heroes who fit specific dramatic niches. Power-ups are 
  emphatic, not sidelines.
  Cat
  25 points
  Prerequisite: At least one skill set from among Climber, 
  Escape and Evasion, Illicit Entry, Martial Arts, Mountain 
  Training, Parkour, or Physical Training.
  You’re very sure on your feet! With this power-up, you 
  don’t need Sure-Footed perks – put those points back in your 
  Slush Fund. Someone with the Parkour skill set can take this 
  package, but Traceur (p. 27) is better; this option is mainly for 
  burglars and jocks.
  Advantages: Catfall [10]; Perfect Balance [15].
  Extra Life
  25 points
  You have the Extra Life advantage (p. B55). In Action, 
  this is “plot armor” and never supernatural. Explain what 
  happened; e.g., you found cover from the explosion or were 
  thrown clear of the crash. If nobody can prove otherwise, 
  you’ll return for the next scene (usually after the chase or fight 
  that “killed” you). If everybody saw your body, the GM may 
  require you to sit out a few scenes. But even if the bad guy 
  brandishes your severed head, you’ll be back . . . doubtless to 
  avenge your twin brother or that guy the boss had imperson-
  ating you!
  As any action hero can spend character points on flesh 
  wounds (Exploits, p. 38) or lucky breaks (Exploits, p. 41), 
  and because death is rare in any event (Exploits, 
  p. 40), Extra Life could be seen as tying up 25 points 
  in the form of insurance that other PCs can buy as 
  needed. To resolve this, Extra Life has its usual ben-
  efits in Action but also a special bonus: Heroes who 
  have it get one free life-saving flesh wound or lucky 
  break per game session. Thus, the advantage can pay for itself 
  after 25 sessions – and in the improbable event of inevitable 
  death before that time, Extra Life is lost as usual but the hero 
  returns with (25 - number of past freebies) unspent points.
  Advantages: Extra Life 1 [25].
  The training helped me develop my talents.
  
   
  A veRy PARtiCulAR set oF skills 
  25
  Gadgeteer
  There are three, mutually exclusive versions of this 
  power-up.
  H4xx0r
  25 points
  Prerequisite: Computer Intrusion.
  You’re a Quick Gadgeteer (p. B57) 
  with computers (Heroes, pp. 18-19). 
  You may use your Slush Fund to buy 
  up to four levels of Born to Be Wired 
  [5/level].
  Advantages: Quick Gadgeteer (H4xx0r, 
  -50%) [25].
  Soldering-Gun Slinger
  25 points
  Prerequisite: Electronics.
  You’re a Quick Gadgeteer (p. B57) 
  with electrical and electronic devices 
  (Heroes, p. 19). You may use your 
  Slush Fund to buy up to four levels of 
  Circuit Sense [5/level], as many Gizmos 
  [5/level] as you like, and the skill Fast-
  Draw (Gizmo) (DX/E).
  Advantages: Quick Gadgeteer (Solder 
  and Duct Tape, -50%) [25].
  Ultimate Repairman
  50 points
  Prerequisites: At least two different 
  skill sets from among Armory, Com-
  puter Intrusion, Construction, Elec-
  tronics, or Repairman.
  You’re a full-on Quick Gadge-
  teer (p. B57)! You can perform all 
  of the computer- and electronics- 
  related tasks described on pp. 18-19 of 
  Heroes. You can extend this to other 
  technology, too, using Armoury for 
  weapons, Electrician for power tools, 
  Machinist for unpowered tools, and 
  Mechanic for vehicles. This enables 
  you to attempt Repurposing (Exploits, 
  p. 13) and instant Repairs (Exploits, 
  pp. 41-42) on any equipment you 
  have the skills to fix. As usual, minor  
  tasks such as ordinary repairs or  
  improvising gear from appropriate parts 
  (e.g., adapting a .45-caliber pistol to fire 9mm ammo) take 
  10 minutes, while major ones like extraordinary repairs and 
  working from inappropriate parts (e.g., turning a toy pistol 
  into a real one) take an hour.
  For the purpose of Assembling Kit (Exploits, pp. 6-7), your 
  $200 freebie can be any article you could repair: a weapon or 
  weapon accessory on a suitable Armoury roll, an electronic 
  gadget on an appropriate Electronics Repair roll, a tool on 
  a Machinist roll (Electrician, for a power tool), or a vehicle 
  modification or even a low-cost vehicle on a Mechanic roll.
  You may use your Slush 
  Fund to buy up to four levels 
  apiece of Artificer [10/level], 
  Born to Be Wired [5/level],  
  and/or Circuit Sense [5/level]; 
  as many Gizmos [5/level] as 
  you like; and the skill Fast-
  Draw (Gizmo) (DX/E).
  Advantages: Quick Gadgeteer 
  [50].
  Gunslinger
  25 points
  Prerequisite: At least one skill 
  set from among Close-Quarters 
  Battle, Cowboy, Heavy Weap-
  ons, Infantry Training, Law 
  Enforcement, Pistolero, Sniper 
  School, or Urban Assault.
  You 
  possess 
  the 
  Gun-
  slinger advantage (p. B58) as 
  expanded for Action and may 
  use your Slush Fund to buy 
  whatever Gun Perks you like. 
  See Heroes, p. 18.
  Advantages: Gunslinger [25].
  Just That Good
  25 points/level
  You’re even larger than life 
  than usual for an action hero. 
  The BAT grants a healthy 
  dose of advantages – but you  
  have more!
  Traits: Each level lets you 
  spend another 25 points 
  on any combination of 
  ST [10/level], DX or IQ 
  [20/level], 
  Will 
  or 
  Per  
  [5/level], FP [3/level], Basic 
  Speed [5 per +0.25], Basic 
  Move 
  [5/level], 
  Absolute 
  Timing [2], Acute Senses 
  (any) 
  [2/level], 
  Ambidex-
  terity 
  [5], 
  Appearance 
  [Varies], Combat Reflexes [15],
  Danger Sense [15], Daredevil [15],  
  Fearlessness [2/level] or Unfazeable [15], Gizmos* 
  [5/gizmo], Intuition [15], Night Vision 1-9 [1/level], 
  Peripheral Vision [15], Rapier Wit [5], Serendipity  
  [15/level], Signature Gear [Varies], Wild Talent [20/level], 
  or Zeroed [10], or upgrade Luck [15] to Extraordinary Luck 
  [30] for 15 points or Ridiculous Luck [60] for 45 points.
  * Maximum three Gizmos, unless you’re a Gadgeteer 
  (above).
  
   
  A veRy PARtiCulAR set oF skills 
  26
  Martial-Arts Master
  You’re a cinematic master of the martial arts. This power-up 
  comes in three distinct flavors, which are rarely combined. In 
  all cases, you may use your Slush Fund to acquire more of the 
  listed advantages (which often cost more than the points allo-
  cated here!) or any cinematic martial-arts perk, skill, or tech-
  nique for which you have the prerequisites; see Furious Fists, 
  pp. 13-19 for details. You also don’t need Special Exercises 
  perks, as Trained by a Master or Weapon Master covers that 
  ground – put those points back in your Slush Fund.
  Master (Armed)
  50 points
  Prerequisite: Obsolete Weapons.
  You’re an expert with muscle-powered weaponry of  
  some kind.
  Advantages: Weapon Master (Weapon of choice) [20]. 
  • Another 30 points in Arm ST 1-2 [5/level], Enhanced 
  Dodge 1-2 [15/level], Enhanced Parry 1-3 (One melee 
  weapon) [5/level], Extra Attack 1 [25], Striking ST 1-2 
  [5/level], Strong Chi 1-4 [5/level], or Weapon Bond  
  [1/weapon], or expand Weapon Master to Weapon Master 
  (Two weapons) [25] for 5 points or Weapon Master (Small 
  class of weapons) [30] for 10 points.
  Permitted Cinematic Perks: Focused Fury.
  Permitted Cinematic Skills: Blind Fighting (Per/VH), Flying 
  Leap (IQ/H), Kiai (HT/H), Power Blow (Will/H), Pressure 
  Points (IQ/H), and Throwing Art (DX/H).
  Permitted Cinematic Techniques: Roll with Blow.
  Master (Ninja)
  50 points
  Prerequisite: Obsolete Weapons or Silent Killing.
  You’re a master of shadows and obscure ethnic 
  weapons.
  Advantages: Weapon Master (Ninja Weapons) [35]. 
  • Another 15 points in Enhanced Parry 1-3 (One 
  melee weapon) [5/level] or (All) [10/level], Extra 
  Attack 1 [25], Perfect Balance [15], Striking ST 
  1-5 (Assassination, -60%) [2/level], Strong Chi 1-4  
  [5/level], or Zeroed (Ninja) [10].
  Permitted Cinematic Perks: High-Heeled Heroine and 
  High-Heeled Hurt.
  Permitted Cinematic Skills: Blind Fighting (Per/VH), 
  Flying Leap (IQ/H), Light Walk (DX/H), Power 
  Blow (Will/H), Pressure Points (IQ/H), and Throw-
  ing Art (DX/H).
  Permitted Cinematic Techniques: Disappear and Roll 
  with Blow.
  Master (Unarmed)
  50 points
  Prerequisite: Unarmed Combat.
  Your martial art is all about fists, feet, and twist-
  ing people like pretzels.
  Advantages: Trained by a Master [30]. • Another 20 
  points in Arm ST 1-2 [5/level], Blunt Claws [3], DR 
  1-2 (Limited, Crushing, -40%) [3/level], Enhanced 
  Parry 1-3 (Bare Hands) [5/level], Extra Attack 1 
  [25], Lifting ST 1-2 [3/level], Striker (Crushing; 
  Shin, -20%) [4], Striking ST 1-2 [5/level], or Strong 
  Chi 1-4 [5/level].
  Permitted Cinematic Perks: Focused Fury, High-
  Heeled Heroine, High-Heeled Hurt, and Iron 
  Hands.
  Permitted Cinematic Skills: Breaking Blow (IQ/H), 
  Flying Leap (IQ/H), Immovable Stance (DX/H), 
  Kiai (HT/H), Power Blow (Will/H), Pressure 
  Points (IQ/H), Pressure Secrets (IQ/VH), and Push 
  (DX/H).
  Permitted Cinematic Techniques: Flying Jump Kick, 
  Lethal Kick, Lethal Strike, Piledriver, and Roll 
  with Blow.
  PACkAGes As level-uPs
  Skill sets and power-ups don’t have to be used with the BAT or 
  reserved for starting characters! Here are two other possibilities:
  Templates Plus. If the GM likes the templates in Heroes and 
  Furious Fists but wants to start the campaign above 250 points, 
  a simple way to do so is to have the players build heroes on tem-
  plates and then add skill sets and power-ups to hit the desired 
  power level. As the occasional awkward overlap is likely, By the 
  Book (pp. 28-30) applies, subject to a special condition: any trait 
  “rounded up” must be paid for by taking points from something 
  else in the package so that the character stays on budget. The GM 
  may permit Trading Up (pp. 30-31) at the end. Spend any points 
  left over after all this as if they were a Slush Fund (Spending the 
  Slush Fund, pp. 31-34).
  Experienced Heroes. However the heroes were designed ini-
  tially, they’ll earn character points after each mission or session. 
  If they save up enough for a skill set or a power-up, they can buy 
  it provided that they can justify this in story terms. Action fic-
  tion often stars cinematic agents, cops, and soldiers who receive 
  lavish training; at worst, going back to school might require an 
  Assistance Roll. Such training can even replace unspent points 
  as an adventure’s reward, foreshadowing the next plot with what 
  would be a montage in the movies. Either way, simply add the 
  traits to the character – and if that results in illegal levels, redis-
  tribute points within the package to correct that. If that’s possi-
  ble only by going over or under budget, go low and leave the PC 
  some unspent points.
  In both cases, it’s crucial to avoid niche invasion. For 
  instance, if using templates, a crew that includes a cleaner and 
  a demolition man from Heroes shouldn’t have access to the 
  Cleaning and Demolitions skill sets, because that territory has 
  been claimed. Similarly, if a group of PCs built using Special-
  ists already has three doses of Sniper School, it would be best 
  to say the school rejects trainees from the team because other 
  squads have a greater need (unless the campaign is all about 
  snipers!). Of course, some packages are general enough not 
  to be a problem; e.g., Academics, Extra Life, Goon, Just That 
  Good, Physical Training, Super Luck, and Survivor.
  
   
  A veRy PARtiCulAR set oF skills 
  27
  Special Agent
  25 points
  You’re familiar with all manner of “sexy” spy-tech: sneaky 
  stuff like bugs, miniature cameras, disguise kits, and lock-
  picks; apparatus for sea, air, and land infiltration (scuba gear 
  and tiny submarines, hang-gliders and parachutes, and skis); 
  sniper rifles and even crossbows for silent assassination; and 
  remote detonators and shoulder-launched missiles for mis-
  sions of destruction. This is a power-up because no plausible 
  skill set is so broad. You can double up, but real super-spies 
  get better at all this by having ungodly attribute levels.
  Skills: Artillery (Guided Missile) (IQ/A) [2]; Crossbow (DX/E) 
  [1]; Disguise (IQ/A) [2]; Electronics Operation (Surveil-
  lance) (IQ/A) [2]; Explosives (Demolition) (IQ/A) [2]; 
  Guns (Rifle) (DX/E) [1]; Lockpicking (IQ/A) [2]; Parachut-
  ing (DX/E) [1]; Photography (IQ/A) [2]; Piloting (Glider) 
  (DX/A) [2]; Scuba (IQ/A) [2]; Skiing (HT/H) [4]; Submarine 
  (Free-Flooding Sub) (DX/A) [2].
  Super Luck
  100 points
  You’re stupidly lucky. You have the Super Luck advantage 
  (p. B89). In Action, this is dramatic convention – not probabil-
  ity control – which imposes several conditions:
  • It is for you and affects only rolls for your individual 
  efforts: picking a lock, finding a file, shooting a bad guy, etc. It 
  cannot influence group actions, including anything that bene-
  fits from a complementary skill roll by a friend.
  • Rolls to advance the plot to the next scene, notably those 
  under Planning (Exploits, p. 17), are deemed group actions 
  and beyond reach.
  • Like bought critical successes (Exploits, p. 41), Super 
  Luck can’t be used to defeat henchmen or bosses in combat. 
  You can request a critical hit on a mook, but the best you can 
  do against an important NPC is specify a success or affect the 
  damage roll after a hit.
  There’s no discount for this . . . it’s just how Super Luck 
  works in Action. Don’t like it? Don’t take the power-up!
  Advantages: Super Luck [100].
  Survivor
  25 points/level
  You’re uncannily hard to wipe out! Any action hero can 
  be tough with just the options on the BAT, but you have 
  access to more of those and a few additional larger-than-life 
  traits besides.
  Traits: Each level lets you spend 25 points on any combination 
  of HT [10/level], HP up to 1.5 ¥ ST [2/level], Breath-Hold-
  ing 1-2 [2/level], Catfall [10], DR 1 (Tough Skin, -40%) [3], 
  Enhanced Dodge 1-3 (Dive for Cover) [5/level] or Enhanced 
  Dodge 1-3 [15/level], Fit [5] or Very Fit [15], Hard to Kill 
  [2/level], Hard to Subdue [2/level], High Pain Threshold 
  [10], Injury Tolerance (No Neck)* [5], Rapid Healing [5] or 
  Very Rapid Healing [15], Recovery [10], Resistant to Dis-
  ease (+3) or (+8) [3 or 5], or Resistant to Poison (+3) [5], or 
  upgrade Luck [15] to Extraordinary Luck [30] for 15 points 
  or Ridiculous Luck [60] for 45 points.
  * Requires ST 15+. Technically, you have a neck, but it’s so 
  protected by muscle that attacks on it count as torso hits and 
  nobody can choke or strangle you.
  Traceur
  25 points
  Prerequisite: Parkour.
  You push past the realistic Parkour skill set (p. 19) and 
  into the world of being fast enough to run up walls and resil-
  ient enough to leap from high rooftops and land unscathed. 
  You may use your Slush Fund to buy more of the listed 
  advantages or any of the noted cinematic martial-arts perks, 
  skills, or techniques for which you have the prerequisites. 
  See Furious Fists, pp. 13-19 for details.
  Advantages: Trained by a Master (Evasion, -50%) [15]. 
  • Another 10 points in Arm ST 1-2 [5/level], Catfall [10], 
  DR 1-2 (Limited, Crushing, -40%) [3/level], Enhanced 
  Dodge 1-2 [15/level], Lifting ST 1-2 [3/level], or Perfect 
  Balance [15], or generalize Trained by a Master (Evasion, 
  -50%) [15] to Trained by a Master [30] for 15 points.
  Permitted Cinematic Perks: High-Heeled Heroine and Urban 
  Jungle Gym.
  Permitted Cinematic Skills: Flying Leap (IQ/H), Immovable 
  Stance (DX/H), and Light Walk (DX/H).
  Permitted Cinematic Techniques: Disappear, Flying Jump Kick, 
  and Roll with Blow.
  Transporter
  25 or 50 points
  Prerequisites: At least 50 points spent on Amphibious Oper-
  ations, Car Thief, Flight School, Sailor, or Tactical Driving 
  skill sets.
  You’re a cinematic driver, adept at handling diverse vehicle 
  types under the toughest conditions.
  Advantages: A total of 25 or 50 points spent on Driver’s 
  Reflexes 1-4 [5/level], Enhanced Dodge 1-3 (Vehicular, 
  One skill) [5/level], Enhanced Dodge 1-3 (Vehicular, All)  
  [10/level], or Higher Purpose (Deliver the package; see 
  Heroes, p. 18) [5].
  Matt Farrell: You just 
  killed a helicopter with a car!
  John McClane: Hundreds 
  of thousands of people get 
  killed by cars every year. 
  That’s just like four more.
  – Live Free or Die Hard
  
   
  sPit And PolisH 
  28
  At this point, your “character sheet” is probably just a mess 
  of notes. That’s fine – the aim so far has been to paint in broad 
  strokes, jotting down whatever fits your character concept. 
  Now it’s time to get serious!
  Decisive Action
  Many skill sets and power-ups 
  require you to choose from or 
  distribute points among lists of 
  traits. Before going any further, 
  make sure you’ve done so for each 
  such package. All steps past this 
  point assume you’ve selected spe-
  cific advantages, skills, and so on.
  tyinG uP loose ends
  The biggest tasks remaining are filling in glaring blanks and 
  making sure your action hero is 100% rules-legal. It’s best to 
  do this in stages. The order suggested here ensures that noth-
  ing is overlooked. Once you become familiar with Specialists, 
  follow whatever sequence makes the most sense to you!
  lovAbly eCCentRiC
  The first loose end to deal with is your lack of quirks. If 
  you don’t want quirks – and faceless extras (p. 8) often lack  
  them – just skip to the next step. Many players prefer to 
  describe their PC’s quirks last, but Specialists works best 
  when you know how many points you have to play with now.
  When choosing quirks, it’s fun to relate at least some of 
  them to skill sets and power-ups; e.g., stereotypically bookish 
  foibles to accompany Academics (p. 10), or preferred weapons 
  and tactics for a marine who boasts Amphibious Operations 
  (p. 11) and Infantry Training (p. 17). Any action hero in the 
  cinematic mold is likely to have a catchphrase or a quirk-level 
  Trademark, too. For further inspiration, peruse pp. B162-165 
  or GURPS Power-Ups 6: Quirks (which offers tons of options 
  ideal for Action, such as Cosmetic Eyeglasses for geeks and 
  Bulky Frame for those built like Schwarzenegger).
  In most campaigns, you’ll be limited to five quirks. However 
  many quirks you have, add the points they give you to your 
  Slush Fund.
  by tHe book
  Next, it’s important to ensure that every trait is legal under 
  the rules and in the eyes of the GM. Sum up all the points put 
  toward each trait by the BAT and your selected skill sets and 
  power-ups. Then apply the following general principles.
  • If you end up with multiple copies of a trait that comes 
  in but a single level, keep only one instance. Discard the dupli-
  cates and add their point value to your Slush Fund.
  • If you have more levels of a trait than you’re allowed, 
  drop the excess levels and add their point value to your  
  Slush Fund.
  • If points spent on repeated instances of a trait add up to a 
  cost that falls between two allowed levels of that trait, choose 
  one or the other of those levels, moving points out of or into 
  the Slush Fund as needed to reach the cost of the desired level.
  Some skill sets and power-ups offer alternative instruc-
  tions; e.g., Spin Doctor (p. 22) suggests a different way to 
  handle multiple copies of Voice, and Survivor (p. 27) lets you 
  have higher-than-usual HP. Below are general details on how 
  things work in the absence of such exceptions. Where these 
  establish limits, the GM is free to set a lower or higher ceiling.
  Attribute and Secondary  
  Characteristic Caps
  Strength (ST) can go as high as you like! Other scores 
  have limits, even in Action. If your choices result in a higher 
  level than is permitted, reduce the value to the maximum and 
  increase your Slush Fund by the point value of the excess.
  DX, IQ, HT, Will, and Per: These scores cannot exceed 20.
  HP and FP: HP cannot exceed ST, and FP cannot exceed 
  HT, by more than 30%.
  Basic Speed: Figure this as (DX + HT)/4. If you want a 
  round-numbered value, adjust your score upward to such a 
  level, taking five points per +0.25 from your Slush Fund. The 
  maximum is +2.00 over your figured baseline.
  Basic Move: Maximum Basic Move is Basic Speed+3.
  CHAPteR tHRee
  sPit And PolisH
  Who has a safety deposit box full of money and  
  six passports and a gun? Who has a bank account 
  number in their hip?
  – Jason Bourne, in The Bourne Identity (2002)
  
   
  sPit And PolisH 
  29
  Perk Limits
  Ignore the limits that some other GURPS supplements 
  place on total number of perks – action heroes can have as 
  many as they can afford! Most perks are one-off deals; each 
  instance after the first adds a point to the Slush Fund. There 
  are two exceptions:
  Perks Requiring Specialization: You can take 
  these more than once with different specialties.
  Leveled Perks: Add the levels together. There’s 
  a maximum of two levels for Huge Weapons, 
  three for Dirty Fighting. Put excess points in the 
  Slush Fund.
  Advantage Limits
  Quite a few advantages are one-off deals. Put 
  the point cost of any duplicates in the Slush Fund. 
  Examples likely to be seen in Action are Absolute 
  Timing, Ambidexterity, Catfall, Combat Reflexes, 
  Cultural Adaptability, Danger Sense, Daredevil, 
  Fashion Sense, Gunslinger, High Pain Thresh-
  old, Intuition, Language Talent, Perfect Balance, 
  Peripheral Vision, Pitiable, Rapier Wit, Trained 
  by a Master, Voice, Weapon Master, and Zeroed.
  Many other advantages come in numbered 
  levels. These add, but there’s a maximum in cer-
  tain cases: one level for Extra Attack; two for Arm 
  ST, Breath-Holding, Damage Resistance (Lim-
  ited, Crushing), Lifting ST, and Striking ST; three 
  for any given Enhanced Defense or Higher Pur-
  pose, and for Gizmos for non-Gadgeteers; four 
  for High Manual Dexterity, Rank (for starting 
  PCs), Reputation, Social Regard, and Talent (e.g., 
  Artificer, Born to be Wired, Business Acumen, 
  Craftiness, Driver’s Reflexes, Healer, Mathemat-
  ical Ability, Outdoorsman, Smooth Operator, or 
  Strong Chi); five for Striking ST (Assassination); 
  and nine for Night Vision. Levels past these max-
  ima increase the Slush Fund instead.
  Some special cases:
  I Am Not a Number! Advantage levels may 
  have names instead of numbers. Two instances of 
  Absolute Direction become 3D Spatial Sense, and 
  two of Eidetic Memory become Photographic 
  Memory. Excess points go in the Slush Fund.
  Highly Irregular: Several advantages have 5- 
  and 15-point levels only: Fit/Very Fit, Flexibil-
  ity/Double-Jointed, Rapid Healing/Very Rapid 
  Healing, and Sensitive/Empathy. Three or more 
  instances of the first add up to the second, but 
  two require a choice: Take five points out of the 
  Slush Fund to upgrade, or settle for the lower 
  level and move five points into the Slush Fund. 
  Do something similar for Appearance (allowed 
  levels are Attractive [4], Handsome/Beautiful 
  [12], and Very Handsome/Very Beautiful [16]), 
  Luck (levels are Luck [15], Extraordinary Luck 
  [30], and Ridiculous Luck [60]), and Resistant to 
  Disease (two instances of (+3) [3] add up to (+8) 
  [5] and put a point in the Slush Fund).
  Cultural Differences: Those who have Cultural Adaptabil-
  ity and specific Cultural Familiarities should remove the latter 
  and put the points in their Slush Fund. Anyone who has one 
  or more extra Cultural Familiarities may opt to replace these 
  with Cultural Adaptability [10] by paying the cost difference 
  out of their Slush Fund.
  sPeCiAlist CAmPAiGns
  Specialists falls partway between template-based and freeform 
  character design. For the players, “follow instructions, create 
  heroes” still applies – only the instructions change. Being less pre-
  scriptive than the rest of Action, however, Specialists asks the GM 
  to make more decisions. Here’s a quick summary:
  Templates, Too? The GM may require everybody to use Specialists 
  or permit templates from Heroes and Furious Fists as well. In the 
  latter case, be sure to read Compatibility? (p. 34).
  Power! As Power Levels (p. 5) discusses, the starting bud-
  get needn’t be 250 points – although if templates are allowed as 
  well, that’s the minimum, and going higher forces the issue of  
  “leveling-up” templates (Packages as Level-Ups, p. 26).
  Regulation BATs. The BAT (pp. 4-7) isn’t fixed. The GM may 
  adjust it to reflect recruitment standards or mandatory traits, which 
  might include entire skill sets; see The Needs of the Many (pp. 7-9). 
  In a non-Action campaign, some traits may be unsuitable, as the 
  footnotes explain.
  On Message. Not every package in Chapter 2 fits all campaigns. 
  The GM should discard anything that won’t be useful or doesn’t suit 
  the intended protagonists (e.g., Criminal Past for security agents 
  subject to background checks). The GM might want to outlaw most 
  or all power-ups (pp. 24-27) in a non-Action game.
  Special Specialists. The GM is free to define additional skill sets, 
  optional or mandatory. For instance, an Action campaign that will 
  go into space may require everyone to take an “Astronaut” skill set 
  that offers Improved G-Tolerance, Free Fall, Spacer, Vacc Suit, and 
  spaceship-related Piloting skills.
  Caps, Limits, Maxima. The GM should review By the Book 
  (pp. 28-30) and set the ceilings on trait levels – especially attributes 
  and advantages. In particular, while Talent is normally capped at 
  four levels, GURPS Power-Ups 3: Talents supports up to 10 levels, 
  and the GM may prefer that.
  Renaissance (Gun)men. Lots of points isn’t the only way for PCs 
  to cover lots of ground. Generalists (p. 32) offers alternatives. The 
  Dabbler perk (p. 33) and Jack of All Trades advantage (p. 32) always 
  require GM permission.
  Social Problems. The GM must decide how Contact Groups, Rank, 
  Wealth, and the like will work before anybody buys them – review 
  Duly Empowered (p. 9) and A Man of Wealth and Taste (pp. 33-34).
  Veto! Some players won’t just run with Specialists – they’ll put it 
  in a fast car and hit the NOS. At a minimum, the GM needs to review 
  character sheets and negotiate custom Higher Purpose advantages 
  (I Take My Job Seriously, p. 34). It’s even better to work through the 
  design process with each player.
  NPCs. The GM decides whether to allow Allies, and at what 
  power levels; see Sidekicks (p. 8). If they’re allowed, designing them 
  is mainly the GM’s job. The GM could even reserve Specialists for 
  NPCs while PCs use templates!
  
   
  sPit And PolisH 
  30
  Fear Is Not an Option: Those who have even one level of 
  Fearlessness [2/level] may replace it with Unfazeable [15] by 
  paying the cost difference out of their Slush Fund. Always 
  replace Fearlessness 8+ with Unfazeable and move the excess 
  points into the Slush Fund.
  I Know People: It suits some character concepts for mul-
  tiple instances of Contact or Contact Group to represent dif-
  ferent relationships. Other heroes have just the one. In the 
  latter case, add the points together and then work backward 
  to adjust skill, frequency of appearance, and/or reliability to 
  match, if necessary transferring points into or out of the Slush 
  Fund as you would for irregularly priced advantage levels.
  Round Skill Levels
  For each skill, add up all the points put toward it by the 
  BAT, skill sets, and power-ups, and verify that the total results 
  in a sensible level. Per the Skill Cost Table (p. B170), a skill 
  can cost either 1, 2, or some multiple of 4 points; interme-
  diate expenditures don’t mean anything. If points in a skill 
  don’t add up to one of these values, finish what you started! 
  Take points out of your Slush Fund and buy the next level up. 
  (Okay, if the skill isn’t that important to you, go ahead and 
  settle for the highest level your points in that skill will buy 
  and move the excess into the Slush Fund.)
  Technique Maxima
  The only techniques used in Action are found on pp. 16-19 
  of Furious Fists. If more than one source contributes points 
  toward a technique, add up the points. Each technique has a 
  maximum level. Points beyond that go in the Slush Fund.
  tRAdinG uP
  Experienced players – and all the templates in Heroes and 
  Furious Fists – don’t buy skills if attributes or advantages 
  would do. The latter traits are often wonderful package deals, 
  raising everything they affect for less than the sum of the costs 
  of the parts. Yet Chapters 1 and 2 tend to yield “unoptimized” 
  heroes with excessive skill investments. The resolution is 
  math-intensive and thus optional, but recommended. Be sure 
  to carry out these steps in order!
  Optimal Techniques
  Check whether dropping every technique based on a given 
  skill by one level would give back enough points to raise  
  the skill by a level. That’s a certainty if you have four or more 
  techniques based on a skill . . . but if you have just one, this 
  can still be worthwhile if you have only one point in the  
  skill – or even two points, if that’s also the cost for the first 
  level of improvement for the technique.
  Optimal Attributes
  DX: If selling back one level of every DX-based skill that 
  has two or more points in it would free up 20 or more points, 
  then do so, improve DX by one level for 20 points, and put the 
  excess points in your Slush Fund. Skills with just one point in 
  them remain at the one-point level and increase by one skill 
  level instead. You can keep doing this until you no longer get 
  20 points back from DX-based skills.
  IQ: This works the same way as DX, except that since IQ 
  increases improve Will and Per as well, you may sell back IQ-, 
  Will-, and Per-based skills to buy up your IQ score (and thus 
  Will and Per).
  HT: This works just like DX, too – but of course HT costs 
  only 10 points per level, so that’s the cutoff when selling back 
  HT-based skills. Also, if you’ve bought extra FP, you can trade 
  one FP for three points while you’re at it, because raising HT 
  by one gives you +1 FP.
  Will and Per: After optimizing IQ, check your Will-based 
  skills. If selling back one level of every such skill with two or 
  more points in it would refund at least five points, improve 
  Will by one level for five points and put the excess points in 
  your Slush Fund; skills with just one point in them go up one 
  skill level instead. Do the same for Per and Per-based skills.
  Basic Speed: If you’ve spent points to raise Basic Speed, you 
  can strip out five points per +0.25 to put toward either DX or 
  HT – your choice – if that would, combined with points from 
  skills, let you raise the attribute. Getting +1 to DX or HT will 
  leave you with the same Basic Speed.
  Optimal Advantages
  Once you’re below all the cutoffs for raising attributes, you 
  might still be able to pad your Slush Fund by swapping skill 
  points into advantages that raise skills, or by shifting points to 
  more-efficient advantages. The most dramatic examples are:
  Absolute Direction [5]: This advantage gives +3 to Naviga-
  tion. Lowering points in Navigation specialties to buy this is 
  nearly always a good idea.
  Combat Reflexes [15]: This gives +1 to all active defenses. 
  Swap your first level of Enhanced Dodge [15], which affects 
  only Dodge, for this. That will raise all your Fast-Draw skills 
  by one level, too, allowing you to sell back a level of any Fast-
  Draw skill with more than a point in it. If you have Enhanced 
  Parry, you can further save the cost of one level of that and 
  keep the same active defenses.
  Flexibility [5]: This advantage grants +3 to Climbing and 
  Escape, and is a fantastic deal if you’ve invested signifi-
  cantly in either or both of those skills. Double-Jointed [15] 
  gives +5, which can save you points if you’ve spent heavily 
  on those skills.
  Language Talent [10]: If you have five or more languages at 
  Accented or Native level, swap two points out of each to get 
  this advantage. With six or more languages, your Slush Fund 
  will benefit!
  Sensitive [5] and Empathy [15]: These give +1 and +3, 
  respectively, to Detect Lies and Psychology.
  Optimal Talents
  Talents (and advantages that work almost exactly like them) 
  are an important special case. If lowering every skill a Talent 
  covers by one level would yield points equal to or greater than 
  the cost of one level of the Talent, and you’re below the cam-
  paign cap on that Talent, then make the swap and put any 
  leftover points in the Slush Fund. For quick reference, here’s a 
  summary of the Talents common in Action, each with its cost 
  per level and relevant skills found in skill sets:
  Artificer [10/level]: Armoury, Carpentry, Electrician, Elec-
  tronics Repair, Engineer (Combat), Machinist, Masonry, 
  Mechanic.
  
   
  sPit And PolisH 
  31
  Born to Be Wired [5/level]: Computer Hacking, Computer 
  Operation, Computer Programming, Cryptography, Electron-
  ics Repair (Computers), Expert Skill (Computer Security).
  Business Acumen [10/level]: Accounting, Administration, 
  Gambling, Merchant, Propaganda.
  Charisma [5/level]: Leadership, Public Speaking.
  Circuit Sense [5/level]: Electrician, Electronics Operation, 
  Electronics Repair.
  Craftiness [5/level]: Acting, Camouflage, Disguise, Holdout, 
  Shadowing, Stealth.
  Driver’s Reflexes [5/level]: Boating, Driving, Piloting, 
  Submarine.
  Healer [10/level]: Diagnosis, First Aid, Pharmacy, Physi-
  cian, Psychology, Surgery.
  High Manual Dexterity [5/level]: Knot-Tying, Pickpocket, 
  Sleight of Hand.
  Mathematical Ability [10/level]: Accounting, Cryptography, 
  Engineer (Combat).
  Outdoorsman [10/level]: Camouflage, Natural-
  ist, Navigation, Survival, Tracking.
  Smooth Operator [15/level]: Acting, Carousing, 
  Detect Lies, Diplomacy, Fast-Talk, Intimidation, 
  Leadership, Public Speaking, Savoir-Faire, Sex 
  Appeal, Streetwise.
  Strong Chi [5/level]: Breaking Blow, Flying 
  Leap, Power Blow, Pressure Points, Pressure 
  Secrets.
  Optimal Skills
  Very optionally – because it’s yet more annoy-
  ing math – apply the guidelines on p. 22 of 
  Heroes for linking together multiple specialties of 
  Driving, Explosives, Gunner, Guns, and Piloting. 
  For instance, if you have Guns (Pistol) (E) DX+2 
  [4] and Guns (Rifle) (E) DX+2 [4], you can default 
  one to the other at -2, raise it from there, and save 
  one point. Any points saved go in the Slush Fund.
  Especially close defaults likely to save points 
  in Action are:
  Driving: Automobile and Heavy Wheeled 
  default at -2.
  Explosives: Demolition and Underwater Demolition default 
  at -2. So do Explosive Ordnance Disposal and Nuclear Ord-
  nance Disposal.
  Guns: Light Machine Gun, Pistol, Rifle, Shotgun, and Sub-
  machine Gun default at -2.
  Piloting: Glider, Light Airplane, and Ultralight default at -2. 
  So do High-Performance Airplane and Light Airplane.
  This is likely to matter only if you have several special-
  ties, at least one at a high level. Even in the close cases listed 
  above, it’s never worth the trouble unless you have four or 
  more points in a skill after the previous steps.
  Optimal Techniques Revisited
  At the very end, some skill investments might have come 
  down so much thanks to optimization that you can now raise 
  skills by taking a point or two out of techniques. Go ahead if 
  you like! If this saves points, put them in the Slush Fund.
  sPendinG tHe slusH Fund
  If your Slush Fund is positive, it’s time to spend it. This 
  is a great way to distinguish your gunslinging businessman- 
  turned-detective who’s an ace with pistols and kung fu from 
  all the other gunslinging businessmen-turned-detectives who 
  are pros with pistols and kung fu. More seriously, it can add a 
  much-needed individual touch when the entire squad consists 
  of soldiers in the same unit or cops on the same force.
  If your Slush Fund is at zero, you’re done. If it’s negative, 
  see In the Hole? (above).
  FRom Good to GReAt
  The simplest and often the best way to spend the Slush 
  Fund is to get even better at “general action stuff” or traits 
  specific to your character concept. These fall into a few basic 
  categories. See Generalists (p. 32) for some related discussion.
  BAT-Man
  Every attribute and secondary characteristic boost, advan-
  tage, perk, and skill on the BAT is for sale. That includes 
  both higher levels of previously selected traits and options 
  that weren’t chosen the first time through. You can buy as 
  much as you can afford; e.g., if you squirrel away a 60-point  
  Slush Fund, you can pick DX +3 or Serendipity 4, even 
  though the BAT stops at just DX +2 and Serendipity 2. 
  Levels cannot exceed the limits discussed in By the Book  
  (pp. 28-30), however.
  in tHe Hole?
  The Slush Fund starts out positive and most often increases. 
  Selecting quirks (Lovably Eccentric, p. 28), eliminating out-of-
  bounds traits (By the Book, pp. 28-30), and optimizing (Trading Up, 
  pp. 30-31) can all add to it – and the GM may augment it further 
  through campaign disadvantages (The Call of Duty, pp. 8-9) or fiat, 
  while characters whose starting points don’t divide cleanly by 25 
  store the remainder here (Sidekicks, p. 8). Still, it can be depleted by 
  buying traits – usually skills – up to legal levels, or by certain cam-
  paign advantages (Duly Empowered, p. 9). It’s unlikely but possible 
  to end up with a negative value by the time you reach Spending the 
  Slush Fund (below).
  This is not a problem! Simply follow the advice on spending the 
  Slush Fund in reverse: Trim away traits that don’t closely match 
  your character concept until you balance the books. For instance, 
  if somebody with Amphibious Operations (p. 11) learned her trade 
  working for a drug cartel, she might be good with small craft and 
  around water but have no formal training as a marine, and reduce 
  or drop her Seamanship and Soldier skills.
  
   
  sPit And PolisH 
  32
  Laser-Like Focus
  Improving any positive-cost trait that isn’t on the BAT but 
  is on your character sheet – whether it got there thanks to a 
  skill set, a power-up, or later optimization – is also an option. 
  Again, By the Book (pp. 28-30) still applies.
  Special Dispensation
  Several packages don’t put traits on your character sheet 
  but do give you the option of spending your Slush Fund on 
  capabilities that aren’t widely available. These are the skill sets 
  Booby Traps (pp. 11-12), Chemical Safety (p. 12), Demolitions 
  (p. 14), Explosive Ordnance Disposal (p. 15), Medicine (p. 18), 
  and Records Falsification (p. 20), and the power-ups Gadge-
  teer (p. 25), Gunslinger (p. 25), Martial-Arts Master (p. 26), 
  and Traceur (p. 27).
  eveRybody Comes  
  FRom somewHeRe
  Certain traits transcend skill sets – they flow from life expe-
  riences anyone might have. That isn’t the same as a free-for-
  all! To spend Slush Fund points here, the player must come 
  up with a character backstory – though this needn’t be more 
  wordy than an action-movie tagline (“Born and raised in the 
  backstreets of Bangkok, Ice Kaa is the Knee of Justice!”) – and 
  choose background elements and interests to match. The GM 
  is free to veto any purchase that seems inconsistent with the 
  offered biography.
  Backgrounds
  Even the larger-than-life denizens of action movies are 
  born, grow up somewhere, and have families. The following 
  guidelines explain how to spend the Slush Fund on traits 
  that reflect this. Real-life people often have intricate back-
  grounds, but Action characters are high-relief heroes: they 
  might have lived in a dozen places, but they know L.A.; once 
  a street kid, always a street kid at heart; and hailing from the 
  city means not being a farm boy.
  Class. A poor background can justify Scrounging (Per/E), as 
  well as Urban Survival (Per/A) if from the city and Streetwise 
  (IQ/A) if the area is rough. Rich folks have Savoir-Faire (High 
  Society) (IQ/E) instead. If you served the wealthy, you may 
  take Savoir-Faire (Servant) (IQ/E) in place of those other skills.
  Culture. Anybody can have an extra Cultural Familiarity 
  [1] or Language [1-6] to reflect ethnic or national origins. If 
  your area has many cultural groups, you might even have two 
  extras – and possibly skill at Gesture (IQ/E). If this kind of 
  thing is your shtick, however, take Impersonation (p. 17) or 
  Linguist (p. 18).
  Hobby. True Hobby Skills cover no important tasks in 
  Action, but Carousing (HT/E), Connoisseur (IQ/A), and Danc-
  ing (DX/A) are valuable for social exploits, and are logical con-
  sequences of being a lover of food, drink, music, dance, etc. 
  If planning to spend more than a point or two, consider Bon 
  Vivant (p. 11).
  Region. Any action hero could – and arguably should – 
  buy Area Knowledge (IQ/E) and/or Current Affairs (Regional) 
  (IQ/E) for his home turf. For the deluxe version, get Local 
  Expert (p. 18).
  GeneRAlists
  Action is about heroic teams, the members of which 
  fill emphatic niches that differ enough that everyone gets 
  some spotlight time. This supplement’s title is a big hint 
  that generalists aren’t especially appropriate! Still, the GM 
  might want each character to cover more ground, espe-
  cially if the cast is small.
  While the obvious option is to increase the power level 
  (p. 5), that might not appeal to the GM. It suits many 
  action stories for the protagonists to know lots of stuff 
  without being good at it all, succeeding in marginal areas 
  mostly because the plot calls for it – that is, because they 
  have Luck or buy successes (p. B347). Here are three ways 
  to give heroes broader background knowledge without 
  handing out more points:
  1. If the goal is to stop minor gaps in team compe-
  tency, it’s simplest to use Sidelines (p. 33). Each player 
  may spend points from the Slush Fund on skills from one 
  extra skill set, taking care to choose an option nobody has 
  taken yet. This requires sitting down and discussing who 
  will do what.
  2. If the idea is to hedge bets – “We might need this. 
  Then again, maybe not.” – spending many points on extra 
  skills is wasteful. Instead, the GM is advised to talk up 
  Dabbler perks (p. 33), permitting even wild-and-crazy 
  combos as Slush Fund purchases and perhaps adding 
  Dabbler to the BAT or otherwise making it mandatory.
  3. If the objective is to let the heroes succeed at prac-
  tically anything with a little luck, the GM can allow Jack 
  of All Trades (below) as a Slush Fund option, or put that 
  on the BAT.
  New Advantage: Jack of All Trades
  10 points/level
  This gives no bonus at all on any skill you know, but 
  when you roll at default for a skill that permits such a roll, 
  add your Jack of All Trades level (maximum three levels) 
  to your effective skill level. This doesn’t make skills any 
  cheaper or faster to learn. Alone or combined with Dab-
  bler, this advantage cannot improve a skill to the level that 
  one or more points would buy – maximum default level  
  is one lower than the one-point level.
  For those who like to see guts:
  Attributes: DX +1 to +3 (Only for defaults, -80%) [4/level]; 
  IQ +1 to +3 (Only for defaults, -80%) [4/level]; HT +1 to 
  +3 (Only for defaults, -80%) [2/level].
  
   
  sPit And PolisH 
  33
  Not Where I Come From!
  The baseline competence the BAT offers at sneaking, 
  shooting, and unarmed combat isn’t negotiable – erasing that 
  wouldn’t leave an action hero. But it would be reasonable to 
  swap the other basic skills for ones that better suit a particular 
  character background:
  Computer Operation: Anyone who doesn’t have Artificer, 
  Born to Be Wired, or Circuit Sense can remove this for an 
  extra point in the Slush Fund. An older or dirt-poor hero might 
  turn around and spend that point on more of the background 
  traits above to reflect what he knows without whipping out his 
  smart phone!
  Driving: Replace this with Bicycling (DX/E) for someone 
  from a place where only the rich operate motor vehicles, Boat-
  ing (Motorboat) (DX/A) for a riverside- or coast-dweller, or 
  Riding (Horse) (DX/A) for a country boy.
  Sidelines
  Some action heroes have areas where their competence 
  exceeds the scope of a Dabbler perk (below) but falls short 
  of a skill set or power-up. Distant past experiences (“Back in 
  the ’Nam . . .”), incomplete training (“I quit police academy 
  to avenge my family!”), and action-y hobbies and pastimes 
  (shooting, skydiving, spear-fishing, and so on) seem to impart 
  surprising expertise in action movies. Each PC may option-
  ally choose one skill set which describes such an interest and 
  put Slush Fund points into any of the skills on it. This doesn’t 
  extend access to any other traits it includes or offers special 
  dispensation (p. 32) to buy, and doesn’t let that skill set count 
  as a prerequisite for power-ups.
  Those with Slush Funds fat enough to buy entire skill sets 
  or power-ups are welcome to do so! Such purchases do grant 
  access to everything and count as prerequisites. To protect 
  other heroes’ niches, though, the GM may permit such after-
  thoughts on a strictly “take it or leave it” basis – no reapplying 
  Trading Up (pp. 30-31) to squeeze out extra points.
  bits And PieCes
  A few advantages used in Action haven’t turned up yet 
  because they are extremely minor, don’t suit all campaigns, or 
  make sense only after describing a clear role for a hero. These 
  make excellent Slush Fund purchases!
  The Perks of Being the Hero
  New Perks (p. 23), Gun Perks (Heroes, p. 18), and the  
  martial-arts perks on p. 15 of Furious Fists are exclusive to 
  particular skill sets. On the other hand, any mundane perk 
  from pp. B100-101 – and anything the GM permits from 
  GURPS Power-Ups 2: Perks – is available to anybody who 
  has points left in their Slush Fund. Such perks aren’t bound 
  to particular packages. For instance, while Shtick (Can 
  strike a flame anywhere) is linked to the demolition man in 
  Heroes, it’s no less appropriate for the cigar-smoking ser-
  geant, the suave super-spy who always has a light for a beau-
  tiful lady, or a hundred other action archetypes. If a hero 
  really wants this flashy Shtick alongside Alcohol Tolerance 
  and No Hangover . . . no worries!
  One particular perk from Power-Ups 2 is so useful for 
  rounding out action heroes that it bears repeating. Review 
  Sidelines (above) and Jack of All Trades (p. 32) before choosing 
  it, however.
  New Perk: Dabbler
  1 point
  You know a little about a set of related skills – but not 
  enough to have a full point in any of them. Select eight skills 
  (which must have defaults) that you can use at +1 to the usual 
  attribute default. You can trade in two choices for one at 
  default+2, or four choices for one at default+3.
  Example: Dirk Steel – a police detective whose skill sets 
  are Detective Work (p. 14), Law Enforcement (pp. 17-18), Pis-
  tolero (p. 20), Self-Defense (p. 23), and Surveillance (p. 22) – 
  has dealt with terrorists enough to know about WMDs and 
  booby traps. He dabbles in Explosives (EOD), Hazardous 
  Materials (Chemical), NBC Suit, and Traps. He trades his 
  eight skills at default+1 for four at default+2, and uses Explo-
  sives, Hazardous Materials, and Traps at IQ-3 instead of at 
  IQ-5, and NBC Suit at DX-3 rather than at DX-5.
  These skills are still considered defaults, not studied. You 
  can’t default other skills to your improved defaults and don’t 
  benefit from rules that apply to people who “know” a skill.
  Alone or combined with Jack of All Trades (p. 32), Dabbler 
  cannot improve a skill to the level that one or more points 
  would buy. Maximum default level is one lower than the one-
  point level.
  A Man of Wealth and Taste
  If desired, a hero can spend Slush 
  Fund points on more or better versions 
  of the social advantages discussed in 
  Duly Empowered (p. 9), usually meaning 
  one of the following:
  Contact Groups. Groups required as 
  campaign advantages can be improved 
  in skill, frequency of appearance, and 
  reliability to whatever maxima the GM is willing to permit. 
  Any hero can add a different group instead or as well. The most 
  common form is Contact Group (Skill-12, 15, or 18; 9 or less; 
  Somewhat Reliable) [5, 10, or 15].
  Rank. If the PCs work for a hierarchical organization like 
  an army or a police force, it’s usually permissible to enter play 
  with up to four levels of Rank in that group. If the campaign 
  is unusually realistic, the GM may limit this option to heroes 
  who selected the Command skill set (p. 13) – but in most 
  Action games, being the best shot or sneakiest ninja is per-
  fectly reasonable grounds for promotion. Rank beyond what’s 
  required as a campaign trait (often Rank 0!) costs its usual 5 
  points/level.
  Dr. Richard Kimble: It’s a hobby of mine.
  Dr. Anne Eastman: It’s a hobby, really?  
  What are your other hobbies – brain surgery?
  – The Fugitive (1993)
  
   
  sPit And PolisH 
  34
  Action tales regularly lack social resolution finer than 
  Rank (if the team serves an organization), Legal Enforcement 
  Powers (if the heroes are lawmen), and/or amorphous Contact 
  Groups. If the GM wishes, though, action heroes can spend 
  their Slush Fund on any of these additional advantages that 
  suit the campaign:
   Advantage 
  Cost 
  Page
   Allies 
  Variable 
  B36
   Contacts 
  Variable 
  B44
   Favor 
  Variable 
  B55
   Legal Immunity 
  5 to 20 
  B65
   Patrons 
  Variable 
  B72
   Reputation 
  Variable 
  B26
   Security Clearance 
  Variable 
  B82
   Social Regard 
  5/level 
  B86
   Wealth 
  10, 20, or 30 
  B25
  I Take My Job Seriously
  Two forms of Higher Purpose appear on p. 18 of Heroes: 
  “Deliver the package” and “Medic!” However, both are tied to 
  broad archetypes – templates that would span two or three 
  skill sets at least. The degree of customizability built into 
  Specialists requires more flexibility! At the GM’s option, any 
  player who can clearly and concisely describe his or her PC’s 
  intended role in the campaign can use the Slush Fund to buy 
  a custom Higher Purpose that gives superior performance in 
  that role’s spotlight moments.
  Like any Higher Purpose, this kind comes in two parts. 
  First, the player must define a Code of Honor specific to an 
  occupation or a dramatic role (which might be one and the 
  same!) that matches the character’s skill sets and power-ups. 
  This is built-in and implicit; it gives back no points. Second, 
  the player and GM should negotiate a narrow group of tasks – 
  about as broad in scope as the two examples in Heroes – that 
  somebody with the PC’s code, role, and skills would perform 
  in the course of a typical action plot.
  Once that’s done, the Higher Purpose works as usual: 
  As long as the player roleplays the hero as respecting the 
  Code of Honor, all dice rolls for relevant tasks are at 
  +1. This costs five points. Optionally, the GM can 
  treat Higher Purpose as having up to three levels,  
  with Higher Purpose 2 [10] and Higher Purpose 
  3 [15] granting +2 or +3, respectively, to affected 
  dice rolls.
  Existing Examples
  Higher Purpose (Deliver the package): This is spe-
  cifically available to heroes with the Transporter 
  power-up (p. 27). With the GM’s permission, it 
  might also suit anybody with vehicle-operation skills 
  and an appropriate skill set: Tactical Driving (p. 22) 
  usually qualifies; Fixer (pp. 15-16) and Car Thief 
  (p. 12) do, too, for someone whose defining role is 
  delivering contraband; and either Personal Security 
  (p. 19) or Hostile Extraction (p. 16) works if the goal 
  is to deliver passengers, willing or unwilling.
  Higher Purpose (“Medic!”): This makes sense 
  only for those who have one of the Medicine skill 
  sets (p. 18).
  New Advantage: Buddy Bond
  5 points/level
  This Higher Purpose does nothing when you’re 
  alone and never aids rolls made for your benefit. 
  However, you get +1 per level (maximum three lev-
  els) on rolls you make to render direct assistance 
  to one particular buddy. You receive this bonus 
  when you make complementary skill rolls to sup-
  port his tasks or use your skill to cover for his lack 
  of skill (Exploits, p. 5); in the specific situations of 
  giving him a leg up (Exploits, p. 19), tackling him 
  out of harm’s way (Exploits, p. 28), or “spotting” 
  for him in combat (Exploits, p. 39); and whenever 
  you roll to provide him with medical care (Exploits, 
  pp. 40-41) or save his life (e.g., disarming a bomb 
  handcuffed to him or using Swimming to rescue 
  him from drowning). The GM decides when else it 
  applies – it would probably help a Throwing roll to 
  chuck your buddy ammo, but not your DX roll to catch ammo 
  he threw your way.
  Any Action character may buy this trait, irrespective of 
  other abilities. However, the GM may wish to make Sense  
  of Duty (Team) a prerequisite.
  ComPAtibility?
  Can characters created with Specialists and those generated 
  using Heroes and Furious Fists team up to take down bad guys? 
  That’s a valid question!
  On one hand, this supplement makes every effort to ensure 
  that no trait found in Heroes or Furious Fists goes overlooked. 
  Its skill sets span the full gamut of tasks discussed in Exploits – 
  even obscure ones, such as disarming nukes! In fact, Specialists 
  offers a few extra traits, although the fair-minded GM will let 
  all Action characters buy those, so that aspect comes out in  
  the wash.
  On the other, while the templates in Heroes and Furious Fists 
  are optimized collections of traits that synergize nicely in action, 
  Specialists leaves hitting that target to the player. For new play-
  ers – or ones who want to skip the fiddling and jump in, guns 
  blazing – that can be a weakness. However, it’s offset by greater 
  customizability, which allows characters to shine in whatever 
  scenes matter to the player, even if those heroes aren’t “the best” 
  in any one area.
  In the balance, there should be no problems. Still, when using 
  Specialists, it becomes extra-important for the gaming group to 
  discuss who intends to choose what (from skill sets to entire tem-
  plates) before anyone creates a character. That way, players can 
  avoid niche invasion – and as a bonus, those using Specialists 
  can exploit their flexibility to patch gaps in the team’s capabilities, 
  which benefits everyone.
  A final note: Although Specialists is more structured than 
  freeform character design, it’s still much easier to “crock” than 
  templates. Experienced players might use it to create heroes who 
  outshine everybody else. The simplest solution is for the GM to 
  permit gamers who prefer templates to apply the methods in 
  Trading Up (pp. 30-31) and then spend any points saved just like 
  a Slush Fund.
  
   
  index 
  35
  3D Spatial Sense advantage, bonus from, 15.
  Absolute Direction advantage, bonus from, 
  30; trading up, 29.
  Academics skill set, 10.
  Advantages, adding social, 33-34; bonuses to 
  skills, 15, 30; Higher Purpose, 34; limits, 
  29-30; new, 32, 34; optimal, 30; potential 
  mandatory, 9; trading up, 29-30 see also 
  Perks.
  Airborne School skill set, 11.
  Allies advantage, GM decisions, 29; sidekick, 
  8.
  Amphibious Operations skill set, 11.
  Appearance advantage, allowed levels, 29; 
  bonus from, 15.
  Area Security skill set, 11.
  Armory skill set, 11.
  Attributes, caps, 28; optimal, 30.
  Basic Action Template (BAT), 4-7; alternate 
  starting, 9; alternate power levels, 5; 
  buying traits on, 31; potential mandatory 
  traits, 8-9; replacement physical traits, 7; 
  unsuitable traits, 7-8; see also Skill Sets, 
  Slush Fund.
  Bon Vivant skill set, 11.
  Booby Traps skill set, 11.
  Buddy Bond advantage, 34.
  Bugging skill set, 11-12.
  Bushwhacker skill set, 12.
  Businessperson skill set, 12.
  Car Thief skill set, 12.
  Cat power-up, 24.
  Character creation, attribute caps, 28; 
  backgrounds, 32-33; Basic Action 
  Template, 4-7; buying optional traits, 
  32; buying traits on the BAT, 31; buying 
  up traits on character sheets, 32; 
  checking trait levels, 28-30; checklist, 
  4; choosing perks, 33; choosing quirks, 
  28; compatibility, 34; designing NPCs, 8; 
  generalists, 32; GM decisions, 7-9,  
  29; higher power level, 26; leveling  
  up, 26; negative-total options, 31; 
  non-Action campaign decisions, 7, 10, 
  24, 29; optimizing traits, 30-31; potential 
  mandatory traits, 8-9; power levels, 5, 
  26; secondary characteristic caps, 28; 
  sidelines, 33; skill sets, 10-24; social 
  advantages, 33-34; spending  
  the Slush Fund, 31-34; trait limits,  
  28-30; unsuitable traits, 7-8; see also 
  Advantages, Attributes, Basic Action 
  Template, Disadvantages, Perks, Skill 
  Sets, Skills, Slush Fund.
  Cheaper Gear perk, 23.
  Chemical Safety skill set, 12.
  Civilian Crewman (sailor) skill set, 21.
  Civilian Pilot skill set, 16.
  Cleaning skill set, 12.
  Climber skill set, 12.
  Close-Quarters Battle skill set, 12-13.
  Combat Reflexes advantage, bonus from, 30.
  Command skill set, 13.
  Communications skill set, 13.
  Computer Intrusion skill set, 13.
  Computer Operation skill, swapping, 33.
  Conspiracies skill set, 13.
  Construction skill set, 13.
  Contact Group advantage, 9, 33; optimizing, 
  30.
  Contacts advantage, optimizing, 30.
  Countersurveillance skill set, 13-14.
  Cowboy skill set, 14.
  Criminal Past skill set, 14.
  Cultural Adaptability advantage, converting 
  to, 29.
  Cultural Familiarity advantage, optimizing, 
  29.
  Dabbler perk, 33.
  Demolitions skill set, 14.
  Desert Training skill set, 14.
  Detective Work skill set, 14.
  Disadvantages, choosing quirks, 28; 
  potential mandatory, 8-9; suitable enemy, 
  28; unsuitable mental, 8; unsuitable 
  physical, 7.
  Disease Control skill set, 14.
  Doctor skill set, 18.
  Driving skill, swapping, 33; optimizing, 31.
  Duty disadvantage, 8.
  Eidetic Memory advantage, trading up, 30.
  Electronic Surveillance skill set, 14.
  Electronics skill set, 15.
  Empathy advantage, allowed levels, 29; 
  bonus from, 30.
  Enemies, designing, 8.
  Equipment Bond perk, 23.
  Escape and Evasion skill set, 15.
  Explosive Ordnance Disposal (EOD) skill 
  set, 15.
  Explosives skill, optimizing, 31.
  Extra Life power-up, 24.
  Extras (NPCs), designing, 8.
  Fearlessness advantage, trading up, 30.
  Femme Fatale skill set, 15.
  Fireman skill set, 15-16.
  Fixer skill set, 15.
  Flexibility advantage, allowed levels, 29; 
  bonus from, 30.
  Flight School skill sets, 16.
  Forensics skill set, 16.
  Forest Training skill set, 16.
  Gadgeteer power-ups, 25.
  Goon skill set, 16.
  Gunner skill, optimizing, 31.
  Guns skill, optimizing, 31.
  Gunslinger power-up, 25.
  GURPS Action, 3-5, 7, 8, 12, 13, 16-21,  
  23-25, 27-34; Action 1: Heroes, 3-5, 
  7-12, 14, 15, 17, 18, 23, 25- 27, 29-31, 33, 
  34; Action 2: Exploits, 3, 8, 13, 17, 18, 
  20-22, 24, 25, 27, 34; Action 3: Furious 
  Fists, 3, 10, 19, 23, 26, 27, 29, 30, 33, 34; 
  Basic Set, 4; Power-Ups 2: Perks, 3, 23, 
  33; Power-Ups 3: Talents, 29; Power-
  Ups 6: Quirks, 28.
  H4xx0r power-up, 25.
  Heavy Weapons skill set, 16.
  Higher Purpose advantage, 34; examples, 
  34.
  Hostile Extraction skill set, 16.
  Huge Weapons perk, 23.
  Illicit Entry skill set, 17.
  Impersonation skill set, 17.
  Infantry Training skill set, 17.
  Intelligence skill set, 17.
  Interrogation skill set, 17.
  Jack of All Trades advantage, 32.
  Journalism skill set, 17.
  Jungle Training skill set, 16.
  Just That Good power-up, 25.
  Language trait, optimizing, 30.
  Language Talent advantage, converting to, 
  30.
  Law enforcement officers, potential 
  mandatory traits, 7-9.
  Law Enforcement skill set, 17-18.
  Lenses, BAT-equivalent, see Skill Sets.
  Linguist skill set, 18.
  Local Expert skill set, 18.
  Luck advantage, allowed levels, 29.
  Martial Arts skill sets, 23.
  Martial-Arts Master power-ups, 26.
  Master (Armed) power-up, 26.
  Master (Ninja) power-up, 26.
  Master (Unarmed) power-up, 26.
  Mastermind skill set, 18.
  Medic skill set, 18.
  Medicine skill sets, 18.
  Military Crewman (sailor) skill set, 21.
  Military Pilot skill set, 16.
  index
  So what I heard downstairs there is that they got a guy, 
  some Swede, real badass, supposedly a “specialist” and 
  they’re bringing him over. Now he ain’t coming cheap.
  – Serna, in Smokin’ Aces
  
   
  index 
  36
  Mountain Training skill set, 18.
  Naval Training perk, 23.
  Negotiator skill set, 18.
  NPCs, designing, 8; GM decisions, 29.
  Nuclear Disposal skill set, 19.
  Obsolete Weapons skill set, 19.
  Old Salt perk, 23.
  Parkour skill set, 19.
  Perfect Balance advantage, bonus from, 15.
  Perks, buying, 33; limits, 29; new, 23, 33.
  Personal Security skill set, 19.
  Physical Training skill set, 19-20.
  Pilot skill sets, 16.
  Piloting skill, optimizing, 31.
  Pistolero skill set, 20.
  Power levels, alternate, 5; higher, 26.
  Power-ups, 24; as level-ups, 26; doubling 
  up, 11.
  Precautions perk, 23.
  Psy-Ops skill set, 20.
  Pyramid #3/53: Action, 3; see also GURPS.
  Quirks, choosing, 28.
  Rank advantage, 9, 33-34.
  Recon skill set, 20.
  Records Falsification skill set, 20.
  Repairman skill set, 20.
  Researcher skill set, 20.
  Resistance skill set, 21.
  Robust Hearing perk, 23.
  Robust Vision perk, 23.
  Sabotage skill set, 21.
  Safecracking skill set, 21.
  Sailor skill sets, 21.
  Sartorial Integrity perk, 23.
  Scientist skill set, 21.
  Secondary characteristics, caps, 28.
  Security Systems skill set, 21.
  Self-Defense skill set, 23.
  Sense of Duty Disadvantage, 8.
  Sensitive advantage, allowed levels, 29; 
  bonus from, 30.
  Sidekicks, designing, 5, 8; GM permission, 
  29; power level, 5.
  Silent Killing skill set, 21.
  Skill sets, 10-24; as level-ups, 26; as origin 
  inspiration, 10; as suggestions, 19; 
  cost, 10; doubling up, 11; explained, 
  10; sideline, 33; see also Basic Action 
  Template, Slush Fund.
  Skills, background, 32-33; bonuses from 
  advantages, 15, 30; optimal, 31; round 
  levels, 30; sideline, 33; swapping, 33; 
  Talents replacing, 30-31.
  Slush Fund, explained, 6; Higher Purpose 
  and, 34; perks and, 33; quirks and, 28; 
  social advantages, and, 33-34; spending, 
  31; See also Basic Action Template, Skill 
  Sets.
  Sniper School skill set, 22.
  Social Engineering skill set, 22.
  Soldering-Gun Slinger, 25.
  Soldiers, potential mandatory traits, 7-9.
  Special Agent power-up, 27.
  Special Exercises perk, 23.
  Spin Doctor skill set, 22.
  Super Luck power-up, 27.
  Sure-Footed perk, 23.
  Surveillance skill set, 22.
  Survival skill set, 22.
  Survivor power-up, 27.
  Tactical Driving skill set, 22.
  Talents, optimal, 30-31; replacing skills with, 
  30-31.
  Techniques, maximum levels, 30; optimal, 
  30, 31.
  Templates, see Basic Action Template.
  Theft skill set, 22.
  Toxicology skill set, 22.
  Traceur power-up, 27.
  Tradecraft skill set, 23.
  Transporter power-up, 27.
  Ultimate Repairman power-up, 25.
  Unarmed Combat skill set, 23.
  Undercover skill set, 23.
  Underwater Operations skill set, 23.
  Upside-Down perk, 23.
  Urban Assault skill set, 24.
  Voice advantage, bonus from, 15.
  Winter Operations skill set, 24.
  STUCK FOR AN ADVENTURE? NO PROBLEM.
  Warehouse 23 sells high-quality game adventures  
  and supplements in print and PDF formats.
  STEVE JACKSON GAMES
  warehouse23.com
  l Free downloadable adventures for GURPS, In Nomine, and Traveller!
  l Fun gaming accessories – shot glasses, shirts, specialty six-siders, and more!
  l PDFs from Atlas Games, Amarillo Design Bureau, Pelgrane Press,  
  Goodman Games, and many others – plus gems from the up-and-comers.
  l Original material for Transhuman Space and new GURPS supplements  
  from Kenneth Hite, Phil Masters, David Pulver, Sean Punch, and  
  William Stoddard!
  l Fully searchable files of GURPS Fourth Edition supplements.
  l Digital editions of out-of-print classics, from Orcslayer and the complete run 
  of ADQ to GURPS China and GURPS Ice Age.
  l Buy board games and roleplaying PDFs in the same order!  
  Download digital purchases again whenever you need to. 
  ®
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Action 4 - Specialists .pdf