You have your guns and your backup guns. You have your sick ride with a trunk full of explosives, high-tech gizmos, and of course a few more guns. You've assembled a crack team of commandos, street-smart lawmen, suave super-spies, and world-class burglars . . . maybe all of them at once! You're ready to rock and roll. All you need is a target.
GURPS Action 2: Exploits gives players hundreds of ways to show off their heroes' skills on adventures. Highlights include cat burglary, parkour, and dozens of other physical feats . . . techno-thrills ranging from stay-at-home hacking to hands-on surveillance . . . polite and not-so-polite social engineering . . . and much, much more. You're just reading the teaser, after all!
For the GM, Exploits supplies the tools to challenge and threaten a whole team of heroes. Advice on forging classic action-movie scenes into adventures that spotlight all the heroes is woven through everything, along with input on having cunning henchmen pull stunts of their own – up to and including using WMD! There's also GM-only material on handling Assistance Rolls and Duty, and on making everybody useful.
And of course everybody will appreciate the quick-and-dirty chase system and rules for speeding up combat, complete with new cinematic options!
Sean Punch (born July 27, 1967) is a Canadian writer and game designer. He is the author of the fourth edition of the GURPS role-playing game. Before he turned to writing he was a student of particle physics.
Some gamers dislike GURPS as being "too deadly" or "too simulationist". A bunch of newer games (Spirit of the Century [FATE], Feng Shui) have gotten away from modeling the way things ARE and instead focusing on the way thing APPEAR in the genre or media they choose to focus on.
I totally understand these drives, as I'm very much of a Storyteller-style GM (in the Parlance of Robin's Laws) and value a good scene over realism any day. That said, I still love the way GURPS does model life. (Sprit of the Century has a good conceit too, but its kind of limited in my mind).
GURPS Action 2 gives direction on how to GM a modern cinematic game, having chases and gun-fights without having your characters splattered all over the sidewalk.
The single best addition is rules on running chases without faking a bunch of roles or just saying "he has a higher move, so he gets away". Chase scenes are often as complex or more than combat and I look forward to testing these out ASAP.