When you play with wildcard skills, it’s possible for players and the GM to disagree about whether a skill really is covered by the wildcard skill. This post explores a house rule that makes it easier to resolve those disagreements.
The inspiration for this house rule is the idea of an inventory roll. Instead of tracking all the equipment a player has, the player can roll against an “inventory” skill to see if his or her character has the piece of equipment needed in the moment. (I can’t find the original discussion of this idea; if you remember it, please remind me in the comments so I can give credit where it is due.)
Wildcard Breadth Check
When the player and GM disagree about whether the wildcard skill includes the skill that is relevant for the task at hand, and there is a plausible argument for including the skill within the wildcard’s scope, the GM can permit a wildcard breadth check. This is a success roll against (10 + the relative skill level of the wildcard skill). For instance, a character with IQ 11 and a Detective! (IQ+2)-13 wildcard skill would roll against 12 (10 plus the relative level of 2), not 13 (the base skill level of Detective!).
On a success, the wildcard skill covers the skill in question. The player can now roll against the wildcard skill to actually attempt the skill (with any appropriate modifiers for the situation, equipment, etc.). On a critical success, the character knows this skill really well! The player should give an appropriate backstory to explain where the character acquired this particular competency, and then make a success roll to attempt the skill in question with a small bonus, such as negating a familiarity penalty, to represent the character’s unexpected proficiency.
When the player fails the wildcard breadth check, the wildcard skill does not cover the skill in question; the player must choose how to proceed. On a critical failure, the character is so deluded about his or her abilities that he or she attempts the skill at default, with all the appropriate situational modifiers.
The more that a player invests in a wildcard skill, the more plausible it is that the character would have familiarity with a tangentially-related skill. The wildcard breath check thus rewards players for putting more points into wildcard skills by giving them a greater chance of including tangential abilities within the wildcard’s scope.
Rolling against 10 + the relative ability level is an important element of this mechanic. After the Attribute-1 level, every additional level of a wildcard skill costs 12 points. Increasing the controlling attribute is only 20 points, so it’s very tempting to put points into the attribute directly and benefit all of the other traits that depend on the attribute. By using relative skill levels, the player needs to decide whether the wildcard itself is well developed or if the character is just plain smart or agile. The former represents extensive training and justifies the increased odds of success on a wildcard breadth check; just pumping up the attributes does not.
The probabilities underneath this mechanic also make sense. If the player only spends 3 points on a wildcard skill (the minimum), there is only a 16.2% chance of passing a wildcard breath check, and the player would still need to pass the actual success roll (at Attribute-3, which is likely less than 50% success for any non-supers game). The player would need to invest 24 points into the wildcard skill to get to a 50-50 odds of passing the wildcard breath check, and then would still need to pass an Attribute+0 success roll to actually use the skill successfully. Assuming normal attributes levels and no additional success modifiers, getting to even odds for passing both the wildcard breadth check and the task success roll would require the Attribute+2, at a total cost of 48 points!
The GM can limit the potential for abuse by further limiting the wildcard breadth check, if necessary. The most important limitation is that the GM can simply say there is no plausible relationship between the wildcard skill and the task in question. The GM and player should discuss the wildcard skill before the game to make sure they have a shared idea for what the wildcard entails, and the GM should use that discussion to enforce limits on the wildcard skill check. A character with the Secret Agent! wildcard should probably not be able to try to include Sex Appeal in that wildcard unless the character was based on James Bond.
For marginally related skills, the GM can ask the player to provide a backstory that explains why the character picked up that skill while training in the wildcard. A satisfactory explanation could justify a wildcard breadth check; a ridiculous assertion can be safely turned down.
Finally, the GM could give a penalty to the wildcard breadth check based on how tangential the skill is to the core competency of the wildcard. A penalty of -2 makes it very hard to succeed; a -4 penalty makes critical failures a serious threat.