Review – GURPS Action 1: Heroes (Chapter 1 – Action Templates)
Have you read the Introduction yet? No? Bad reader. No biscuit. Go do it.
OK. This chapter is the guts of the book, really. How to make Heroes by making relatively easy selections.
The contents of the chapter – what SJG Style refers to as B-HEADs, which are important subsections – shall be three, and they are as follows:
- Lenses
- Campaign Types
- Templates
I’m going to quibble a tetch with the order here, because I think the Campaign Types should have come first. The very first thing the GM needs to tell you is what kind of campaign you’re going to play. You may yet be able to play a Criminal lens in a Law Enforcement campaign (“OK, OK, OK . . . “), but it’ll save time if you know what’s important and what’s not.
So I’m going to skip around:
Campaign Types

A scant page-and-a-quarter, nonetheless it hits nine common campaign archetypes: cops (Lethal Weapon), crooks (Oceans Number or The Italian Job), soldiers for hire (Expendables, A-Team, Ronin), spy and counterspy (Bond, maybe Bourne), Task Force (Sword of Gideon, perhaps; GI Joe almost by definition), spies for hire (Burn Notice), vigilante justice (Taken), and War on Terror (The Unit TV show).
The real names in the book are slightly different for some of those. Point is, there are nine, they’re somewhere between very and subtly different, and the flavor will influence your selection of characters and lenses.
Which is why each campaign type lists common and uncommon roles. And perhaps more importantly, you get statements like this:
“The driver of the SWAT van or chopper might be a wheel man, and an EMT could be a medic, but NPCs often fill these roles. Few forces have full-time assassins, cleaners, or infiltrators aboard.”
So yeah, you can play character type X, but high risk of being bored. If you play character type Y, you may strain willing suspension of disbelief as you figure out how a full-time assassin works for the EPA.
Not putting this first confuses me a bit, but it’s a quibble. The lenses section (detailed next) is roughly the same size (maybe a page or page and a half) so it’s not as if either is a slog.
Lenses
Another short chapter, this one gives five detailed and six cursory “lenses” to add flavor to your character. They represent 20 points – less than 10% of a given templates value, and do not add to the point total (they’re subsumed into the template cost).
Each lens provides suggestions as to the minimum set of skills and abilities that one would possess to not overly strain credibility to lay claim to a certain background. As an example, Martin Riggs, the ex-SF sniper from the Lethal Weapon movies (Mel Gibson), is likely an Assassin (rather than a Shooter) with the Law Enforcement lens. Just enough 2-point skills to allow him to roll at IQ level (a not-awful 12) for most of the things he’s supposed to be able to do as a cop. Detective Lorna Cole (Renee Russo), to contrast, is likely an Investigator with the Law Enforcement lens, with enough points funneled into Karate to give Riggs something to sincerely admire in fighting ability. But the lens is between useful and required to make their “cop” persona viable. Things like “Duty” because they report for work each day, or Legal Enforcement Powers, because, well, cops.
The skills section thus recommends where to spend the 20 points in Background skills from each template, and the abilities section guides your choices from those listed in the template. Some of those are Disadvantages (often Duty), so may wind up being a net point gain (the Extremely Hazardous Duty that will come up very frequently for SFOD-D guys, as an example, is a heavyweight disad).
Some are in-your-face roles that beg for screen time, while others (Wheel Man, Cleaner, Wire Rat, Hacker) can either be front-and-center (the car chase from Ronin) or in the background (the brief scene with Harve Keitel from Point of No Return). That being said, characters still have 70-100 points of more-or-less discretionary choices as to where their particular brand of awesome lies. Optimization guidance is provided as well, selling back Basic Speed, for example. to prevent involuntary selection of levels of Speed/Move that don’t help with Dodge or add a full yard of movement. That can still happen, of course – but it will be the players’ choice.
For each template, advice is given on which of the many options presented in the typical GURPS template wall-of-text to choose to reflect a certain flavor. A criminal shooter might have brawling and intimidation and favor cheap and easily discarded weaponry, while a security-lensed shooter might be a bodyguard, with ridiculous levels of Pistol and SMG skill. Your classic military shooter has broad experience with full-auto, crew-served, artillery, and rocket launchers that civilian specialties might lack.
That guidance – lean towards X and Y rather than P and Q – can be quite helpful and will speed the process a bit.
Obligatory Panning of Blocks of Text
I’ve noted this before – I like templates but do not like how they’re presented on the paper. The format is basically the aforementioned wall of text. This is space-efficient but hides the utility of the template, which is the rapid presentation and assimilation of 250 points worth of choices.
This is a bit tough, because the book is already in two-column format, and my personal druthers would have the choices being bulleted out even further, with more white space.
So instead of:
Advantages: Gunslinger [25] and Luck [15]. • A further 30
points chosen from among lens advantages (pp. 4-5), ST +1
to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3
[10/level], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic
Move +1 to +3 [5/level], Acute Vision [2/level], . ..
you might instead get
Advantages:
- Gunslinger [25] and Luck [15]
- A further 30 points chosen from among lens advantages (pp. 4-5):
|
o ST +1 to +3 [10/level]
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o DX +1 [20], IQ +1 [20]
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o HT +1 to +3 [10/level]
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o Per +1 to +6 [5/level]
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o Basic Speed +1 [20]
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o Basic Move +1 to +3 [5/level]
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o Acute Vision [2/level]
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- Action Who’s Who is a glossary of terms used for heroes and foes in the series.
- Check Out the Big Brain deals with the fact that nearly all the templates feature the top ranks of IQ, anywhere from 11 (for the Shooter, who also has Per 12 and the option to buy more) to 15, not everyone is supposed to be Bruce Wayne, super detective. Suggesions are provided on how to play different types of “smart” that doesn’t imply multiple university degrees even for the IQ 14-16 set.
- Quirky Good Luck talks about Luck as a mandatory advantage, swapping out Luck-like advantages for the one on the template, as well as drawing attention to two key rules from the Basic Set that will help heroes stay alive.
The strongest part of this chapter is also the shortest: the Lenses and Campaign Types advice succinctly collapse sub-genre and background information into a few choices boiling down to “at the very least, do this to make your buddy cop movie look like something actually featuring buddies who are cops.”



spies for hire (I'm not sure for this one)
Sneakers?
Burn notice?
Burn Notice seems about right
I'd say Ronin is in there as Spies for Hire. Burn Notice has them use guns a lot of time. Difference seems to mostly be in the general light heartedness of Burn Notice vs the grittiness of Ronin.
Agreed on the bleah-ness of the wall of text format for templates. My favorite part of this supplement is "succinct gear list with modification options" and "how to call up the bosses and big for help, simplified."