1. General rules
The points budget is 250, with up to 100 points of disadvantages (though it should probably be much less).
You are very strongly encouraged to start with a template from GURPS Action 1: Heroes. In particular, Demolition Men, Face Men, Hackers, Infiltrators, Investigators, Medics, Shooters and Wire Rats will all have significant parts to play. Other roles can also be accommodated.
As far as character concepts go, you will be a current active-duty member of the SAS (or possibly on secondment from SIS, who deal with foreign intelligence and the robot zones of the UK, or the Security Service, who deal with foreign agents in the UK including robot agents of other zones). This will almost certainly mean taking the Military, Intelligence or Security lens to your template, and will obviously exclude certain disadvantages.
This is very much a cinematic campaign.
Note that the Final War ran from 2034-2037; it is now 2047. Characters younger than 28 years (or who have enlisted since 2037, of course) will therefore not have participated in the Final War. (Characters under 18 are not allowed.) This has no direct game-mechanical effect but may influence background stories.
1.1. Required traits
Every character must have these. For skills, put at least one point into them. (You may well have more from template purchases; this is a final checklist.)
- Advantages
- Military Rank (for SAS characters)
- 0 for a Private
- 1 for a Corporal or Sergeant
- 2 for a Staff Sergeant or Warrant Officer Class Two
- 3 for a Warrant Officer Class One, Second Lieutenant or Lieutenant
- 4 for a Captain or Major
- Administrative Rank (SIS) (for SIS characters)
- 0 for an AA
- 1 for an AO
- 2 for an EO
- 3 for an HEO
- 4 for an SEO
- (for SAS characters) Reputation (elite soldier) (Large Class (UK subjects), All the Time, Only when in uniform (-50%))
- Military Rank (for SAS characters)
- Disadvantages
- Duty (SAS, SIS, BSS) (Almost All the Time (15-); Extremely Hazardous)
- Skills
- Driving (any)
- Guns (any)
- NBC Suit
- Stealth
1.2. Recommended traits
You need not buy any of these, but they are not at all unusual for SAS troops.
- Advantages
- Combat Reflexes
- High Pain Threshold
- Strong Will
- Unfazeable
- Disadvantages
- Overconfidence
- Sense of Duty (comrades)
- Skills
- Armoury
- Camouflage
- Carousing
- Electronics Operation
- Explosives (Demolition)
- First Aid
- Forward Observer
- Gunner (Machine Gun)
- Guns (Light Anti-Armor Weapon, Rifle and/or Pistol)
- Holdout
- Intelligence Analysis
- Interrogation
- Judo
- Karate
- Leadership
- Mechanic
- Motorcycle
- Parachuting
- Riding
- Savoir-Faire (Military)
- SCUBA
- Soldier
- Swimming
- Tactics
Everyone is likely to have English as a native language. French is the most common second language.
Your issued equipment is generally at TL8. Robot equipment is TL10; some of it has been modified for human use. (If you want something of this sort, consider it as Signature Gear and clear it with the GM.)
1.3. Issued equipment
This is standard issue for all missions. Extra kit may be added in certain conditions.
- Air Mask
- Assault Vest (trauma plates are available)
- Backpack, Small
- Ballistic Helmet
- Ballistic Leggings
- Boots, Jungle
- Canteen
- DAPs (upper-arm protective armour)
- Enfield L85A2 + 5 magazines
- Flashlight, Mini
- NBC Suit (disposable)
- Night Vision Goggles
- Ordinary Clothes (uniform for SAS, cheap suit for SIS)
- SIG-Sauer P226 + 5 magazines
If heavier combat is expected:
- FFV AT4 or MBT LAW (anti-armour rockets)
- H&K GMG or M307 (grenade launchers)
2. Play style
Put on a good show, and Fate will smile upon you.
Be boring, and you're dead.
For further suggestions, read the Feng Shui RPG. I am.
3. Recommended reading/viewing
- The Terminator
- Terminator 2
- Terminator: The Sarah Connor Chronicles
(though there will be no time travel in this game)
- Ellison, Harlan: I Have No Mouth, and I Must Scream