This supplement clarifies and gives comprehensive examples of Wildcard
Skills, a relatively under-used element of GURPS 4th edition.
The ancestor of wildcard skills was introduced in GURPS
Swashbucklers as The Sword!, which allowed suitably cinematic
characters not only to use any one-handed sword with ease, but also to
extend that single skill to cover anything done with a sword:
Acrobatics while in a swordfight, Throwing (to flip your enemy's
dropped weapon back to him), Pickpocket (to fish the keys out of your
jailer's pocket)…
In the fourth edition this was generalised to cover things like
Science!, Gun!, Detective!, and so on; the cost was standardised (and
increased), but the new skills no longer needed the mess of
prerequisite skills that the original version had required. Rather
than have the specialised effects of The Sword!, though, they simply
replaced every skill included in their description.
This made them expensive, but only occasionally a good deal. Phil
Masters was the first player I saw to come up with the idea of taking
it at a low level to obliterate tech and familiarity penalties: you
may have Guns (Pistol)/TL9-14, but spending a few more points to give
you Guns!-10 will mean you can use any gun throughout history with
at least basic competence, helpful in a world-hopping I-Cops campaign.
GURPS Supers extended the list of wildcard skills with Boat!,
Businessman!, Inventor!, etc., but they still haven't seen much use in
games I've played or run; I think most people who like GURPS like it
because you can get detailed about characters, because you can say
things like "I'm really expert with sniping rifles but I'd barely know
what to do with a sub-machinegun". On the other hand, plenty of
players are put off by a skill list that's tens of pages long, and
it's easy to forget a key skill if you aren't working from a template.
So this book is to some extent an attempt at rehabilitation. It opens
by clarifying the definition of wildcard skills, including how they
interact with other parts of the skill system such as controlling
attributes, cross-skill defaults, and buying up individual skills from
within the general wildcard. Designing wildcard skills is covered
next, suggesting ways of picking concepts that suit them (narrative
role most obviously, but also broad subject matter, social position,
and so on), as well as when other mechanical entities will do the job
(such as Higher Purpose). Additional benefits from skills (such as
those tech and familiarity penalties which can now be ignored) are
mentioned, and "Hyper-Competency" is borrowed from the Monster
Hunters series to make wildcards more attractive – a per-session
stock of points the player can spend to achieve awesome things, much
like the skill spends in Gumshoe. (It's clear, and mentioned, that
wildcards as originally presented weren't a great deal, and some
effort here is put into making them more valuable.)
The second chapter deals with when and whether the GM should allow
wildcard skills: one per campaign role, perhaps, whether unusual
backgrounds are required, and so on, including how to decide whether
standard GURPS skills should be disallowed completely. This section
also covers more explicit rules for how players should roll against
these skills.
The final chapter is a comprehensive listing of wildcard skills from
other GURPS products; I don't think there are any new ones here. This
does combine several template wildcards (covering the roles from
Dungeon Fantasy and Action) as well as the more usual sort, and
clearly there's some overlap here.
In the end I'm still not sold on wildcard skills. If I wanted a
low-detail game I'd probably play a system that was designed to work
at low detail, rather than taking a high-detail system and sanding it
down. But there are still useful bits here, and I think the contents
may make wildcard skills more attractive to players who like the
potential simplicity but have been put off by the high cost. GURPS
Power-Ups 7: Wildcard Skills is available from
Warehouse 23.
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