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rpg:gurps:core:skill_sets

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, languages, and much more; a skill set might cover just one of those areas. This allows you to fine-tune your character, mixing 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 interpret 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. 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 differently 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.

Academics 25 points You went to school and did well, whether that means a liberal-arts education or (with Scientist, p. 21) being a cinematic 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].

Airborne School 25 points You’re trained at military or paramilitary parachuting. You have no problem with jumping out of a perfectly good airplane, 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]; Parachuting (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: Climbing (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 SureFooted (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 manportable 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 Engineering (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 expertise in Communications (p. 13) and Electronic Surveillance (p. 14) – and at Illicit Entry (p. 17) in order to break in and plant bugs.

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 deadliness, 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 Mountain 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 campaign, this usually means you either lead a corporate-backed team or are using your personal wealth to fund crime or vigilantism on the side. Advantages: Business Acumen 1 [10]. Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Gambling (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 Equipment Bond (any one tool kit) [1]. Skills: Connoisseur (Cars)* (IQ/A) [4]; Driving (Automobile) (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 Electronics 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 (Security) (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 sensitive 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 somebody 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 Equipment 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.

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 Mastermind (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]; SavoirFaire (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 networks – 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]; Electronics 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]; Cryptography (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, plumbing, 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 tunnels 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 barricades 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.

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 Bushwhacker (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 (Fireworks) (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]; Survival (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 Forensics (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]; Intelligence 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 relevant 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 vehicle. 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].

Electronics 25 points You’re a wizard with a soldering iron, skilled at general electronics repair. This also lets you disarm and sabotage digital 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 (Communications, Computers, Media, Security, Sensors, and Surveillance) (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 eluding 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]; Lockpicking (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 disposing 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]; Explosives (EOD) (IQ/A) [8]; Hazardous Materials (Chemical) (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 fullfledged 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 setting 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 building, 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].

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]; Piloting (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]; Electronics 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: flamethrowers, grenade launchers, LAWs, machine guns, mortars, and SAMs. The most realistic background for this stuff is military – 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]; Gunner (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 vehicle. 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]; Intimidation (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].

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, disguises, 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): Administration (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 (giving +1) when using Acting or Fast-Talk merely not to be identified 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]; Hiking (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]; Intimidation (Will/A) [4]; Psychology (IQ/H) [4]. * When you have someone strapped to a chair and are yelling 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]; Interrogation (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 handgun 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).

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]; SavoirFaire (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]; Language (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 Linguistics (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 covers 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), Cultural Familiarity (Eastern Europe), Language (Russian), Area Knowledge (Moscow), Current Affairs (Moscow), and SavoirFaire (Mafia), while a state-provided attaché in China gets Contact Group (Ministry of State Security), Cultural Familiarity (East Asia), Language (Mandarin), Area Knowledge (Beijing), 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-department 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 common 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 standoffs, but that isn’t the only option – plenty of super-spies are diplomats, at least in name.

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 detecting, 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 (Radioactive) (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 knifefighters; 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 combination 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 forward-looking law-enforcement and military schools. Combine 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 Acrobatics+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 covering 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]; Observation (Per/A) [2]; Savoir-Faire (Servant) (IQ/E) [2]; Tactics (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!

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); Acrobatics, Judo, or Karate, all (DX/H); Swimming (HT/E); Lifting or Running, both (HT/A); or Skiing (HT/H). Pistolero 25 points You’re well-trained with handguns, and can carry, maintain, shoot, and reload pistols with maximum efficiency. Perks: Off-Hand Weapon Training (Pistol)* [1]. • Either Cheaper Gear (Guns) [1] or Weapon Bond (any one handgun) [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]; Psychology (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, ledgers, 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 Counterfeiting-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 Ultralight) (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]; Computer 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].

Resistance 25 points You’re either a graduate of a course on deceiving interrogators 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 elevator 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]; Lockpicking (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 exceptionally 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, cutting 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]; Garrote (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].

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 engineer 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 CoverUps (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 having 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]; Shadowing (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) traditionally go with it. Attributes: HT +1 [10]. Skills: First Aid (IQ/E) [2]; Hiking (HT/A) [2]; Navigation (Land) (IQ/A) [2]; Naturalist* (IQ/H) [4]; Scrounging (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 Equipment 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 Handling 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).

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 fullfledged Physician if you have Doctor (p. 18). Tradecraft 25 points You have basic skills taught to spies everywhere: not standing out, safely entering and exiting neutral areas, spotting and avoiding threats, and making and collecting “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 Survival (Per/A) [4]. Unarmed Combat All Action characters can fight unarmed, but you’re tough. Below, SelfDefense 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 combination 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 someone 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) spearguns. It’s rare to have this skill set without Amphibious Operations (p. 11).

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 eluding 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, snowshoes, or skis, as suits your stereotype. * One specialty in Action, because this doesn’t come up often. † Another rare specialty, covering snowcats and snowmobiles of all configurations.

rpg/gurps/core/skill_sets.txt · Last modified: 2021/09/20 13:57 by wizardofaus_doku

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