This GURPS Action supplement expands character creation with greater
flexibility in power level and skills, while keeping much of the
simplictiy of the Action series.
This starts with the Basic Action Template, a 100-point core set
of abilities common to pretty much all action characters. This in
itself has options: there are 40 points to spend on advantage
packages, and 50 to choose from disadvantages, with suggested
combinations (called things like "Checkered Past", "Antisocial",
"Hard-Boiled") but no formal requirements. Sidebars note how to
combine this with different power levels (from 125-point Sidekicks to
the 400-point Army of One), and suggest keeping a Slush Fund of ten or
more unallocated points for fine tuning later in the process. Further
sections deal with required traits, such as minimum physical and
mental standards, and "good" disadvantages like Sense of Duty – as
well as job-specific advantages like Legal Enforcement Powers and
Military Rank.
The second chapter offers skill sets, 25-point packages of skills and
other traits, which act as lenses on top of the Basic Action Template.
Some of these are purely military, like "Airborne School" or "Urban
Assault"; others move into the civilian side, like "Academic" or "Spin
Doctor". There are also power-up packages, which get rather more
cinematic: Gadgeteer, Martial Arts Master, Special Agent, and so on,
some of which have prerequisites among the skill sets.
The final chapter deals with preparing the character for play: adding
quirks if desired, making sure all the abilities from various skill
sets are don't overlap or have too high a value (you get any surplus
points back for the slush fund), optimising skills with lots of
techniques or attributes with lots of skills, and possibly adding
certain advantages too. Finally, the slush fund is spent on anything
else that's wanted. Boxes suggest various things for the GM to tweak,
such as whether the original Action templates are still available
(they're more aggressively optimised to particular roles than the
combinations available here, so may be overpowering), how to decide
which skill sets to disallow, etc.
In essence this is a compromise in complexity between full-on GURPS
character creation and the fairly restrictive (but quick to use)
templates of Action 1. I've run Action quite a bit (not always in the
modern world), and next time I do it I'll certainly allow this as an
option. But even if you're not running an Action game, the skill sets
in particular are useful shopping lists for quickly setting up a PC or
NPC who's competent in particular areas. Action 4: Specialists is
available from
Warehouse 23.
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