GURPS Special Ops 4E – The Basics

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As discussed in my previous post, I’ll be converting many of the Special Ops templates found in GURPS Special Ops 3rd Edition, various Pyramid articles, and my previous posts (such as SARC, Combat Weatherman, ARAS, and SWCC).

This section discusses the various generic character creation information that is applicable to all special ops members. This information was converted from GURPS Special Ops 3rd Edition pp. 51-57, using GURPS Update, GURPS Template Toolkit, and GURPS 4E Basic Set – Characters. In a follow-up post, I will take a look at the GURPS Power-Ups series of books, and see what can be applied to the Special Ops templates.

Attributes

As discussed at length in the GURPS Update, the cost for Dexterity and Intelligence have doubled, which will significantly increase the overall costs for these character templates as compared to GURPS 3e.

Secondary Characteristics

Desirable Characteristics

Add points in Fatigue Points (p. B16), Hit Points (p. B16), Perception (p. B16), Will (p. B16)

Advantages

Required Advantages

Fit (see p. B55), Security Clearance [5]
All of the upcoming 4E templates include both.

Desirable Advantages

Absolute Direction (p. B34), Absolute Timing (p. B35), Acute Senses (p. B35), Ambidexterity (p. B39), Breath Holding (p. B41), Charisma* (p. B41), Combat Reflexes (p. B43), Common Sense (p. B43), Damage Resistance (Tough Skin, -40%) (p. B46), Danger Sense (p. B47), Fearlessness (p. B55), Flexibility [5 or 15] (p. B56), Hard to Kill (p. 58), High Manual Dexterity (p. B59), High Pain Threshold (p. B59), Intuition (p. B63), Language Talent (p. B65), Less Sleep (p. B65), Luck (p. B66), Night Vision (p. B71), Peripheral Vision (p. B74), Reputation*† (p. B26), Resistant to Poison (+3) (p. B80),  Temperature Tolerance (p. B93), or Voice (p. B97)*; one of Resistant to Disease (+3) (p. B80), Resistant to Disease (+8) (p. B80), or Immunity to Disease (p. B80); one of Rapid Healing (p. B79) or Very Rapid Healing (p. B79).

* Especially useful for officers and NCOs. A positive reaction makes command easier!
† Some decorations give an instantly recognized Reputation.

Disadvantages

Required Disadvantage

Duty (Specific Service, 15 or less; Extremely Hazardous) (p. B133)
All of the upcoming 4E templates include Extremely Hazardous Duty.

Desirable Disadvantages

Code of Honor (p. B127); Fanaticism (p. B136); Honesty (p. B138); Sense of Duty (p. B153) (Comrades in arms or Unit) [-5] or (Service or Country) [-10]; Truthfulness (p. B159); Workaholic (p. B162).

Acceptable Disadvantages

Bad Sight [-10 only] (p. B123); Bloodlust (p. B125); Callous (p. B125); Chummy (p. B126); Compulsive Behavior (such as Compulsive Gambling or Carousing) (p. B128); Dependents (p. B131); Flashbacks (p. B136); Greed (p. B137); Gullibility (p. B137); Impulsiveness (p. B139); Intolerance (p. B140); Laziness (p. B142); Lecherousness (p. B142); Nightmares (p. B144); Obsession (p. B146); Odious Personal Habits (p. B22); Overconfidence (p. B148); Stubbornness (p. B157); Unluckiness (p. B160).

 

Disclaimer – I will make updates to this as I need to, so don’t be surprised when you see something has changed.  If you’re interested in this series, don’t be afraid to come back to this post to see the most up-to-date version!

2 thoughts on “GURPS Special Ops 4E – The Basics

  1. I am interested to see where this goes! I have been working on a military adventure setting on and off for a while now over on my blog and will eventually need to represent Special Operatives – your efforts here may be quite helpful when I get to that point.

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