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GURPS Action 2: Exploits
For GURPS 4th Ed. and GURPS Action
Written by Sean Punch
Published by Steve Jackson Games
50-page PDF (770 KB)
Stock Number SJG37-0308, $9.99
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!
Visit the official web page for more info, resources, product support, and links.
Download a preview (2-page PDF (61 KB)) of this item!